NBCUni 9.5.23

Category Archives: Audio Mixing

Zach Robinson on Scoring Netflix’s Wrestlers Docuseries

No one can deny the attraction of “entertainment” wrestling. From WWE to NXT to AEW, there is no shortage of muscular people holding other muscular people above their heads and dropping them to the ground. And there is no shortage of interest in the wrestlers and their journeys to the big leagues.

Zach Robinson

That is just one aspect of Netflix’s docuseries Wrestlers, directed by Greg Whiteley, which follows former WWE wrestler Al Snow as he tries to keep the pro wrestling league Ohio Valley Wrestling (OVW) going while fighting off mounting debt and dealing with new ownership. It also provides a behind-the-scenes look at these athletes’ lives outside of the ring.

For the series’ score, Whiteley called on composer Zach Robinson to give the show its sound. “Wrestlers was a dream come true,” says Robinson. “Coming into the project, I was such a huge fan of Greg Whiteley’s work, from Last Chance U to Cheer. On top of that, I grew up on WWE, so it was so much fun to work with this specific group of people on a subject that I really loved.”

Let’s find out more from Robinson, whose other recent projects include Twisted Metal and Florida Man (along with Leo Birenberg) and the animated horror show Fright Krewe

What was the direction you were given for the score?
I originally thought that Greg and the rest of the team wanted something similar to what I do on Cobra Kai, but after watching the first couple of episodes and having a few discussions with the team, we wanted to have music that served as a juxtaposition to the burly, muscular, sometimes brutal imagery you were seeing on screen.

Greg wanted something dramatic and beautiful and almost ballet-like. The music ends up working beautifully with the imagery and really complements the sleek cinematography. Like Greg’s other projects, this is a character drama with an amazing group of characters, and we needed the music to support their stories without making fun of them.

What is your process? Is there a particular instrument you start on, or is it dependent on the project?
It often starts with a theme and a palette decision. Simply, what are the notes I’m writing and what are the instruments playing those notes? I generally like to start by writing a few larger pieces to cover a lot of groups and see what gauges the client’s interest.

In the case of Wrestlers, I presented three pieces (not to picture) and shared them with Greg and the team. Luckily for me, those three pieces were very much in the ballpark of what they were looking for, and I think all three made it into the first episode.

Can you walk us through your workflow on Wrestlers?
Sometimes, working on non-fiction can be a lot different than working on a scripted TV show. We would have spotting sessions (meetings where we watch down the episode and discuss the ins and outs of where the score lives), but as the episodes progressed, I ended up creating more of a library for the editors to grab cues from. That became very helpful for me because the turnaround on these episodes from a scoring standpoint was very, very fast.

However, every episode did have large chunks that needed to be scored to picture. I’m thinking of a lot of the fights, which I really had to score as if I was scoring any type of fight in a scripted show. It took a lot of effort and a lot of direction from the creative team to score those bouts, and finding the right tone was always a challenge.

How would you describe the score? What instruments were used? Was there an orchestra, or were you creating it all?
As I mentioned earlier, the score is very light, almost like a ballet. It’s inspired by a lot of Americana music, like from Aaron Copland, but also, I was very inspired by the “vagabond” stylings of someone like Tom Waits, so you’ll hear a lot of trombone, trumpet, bass, flute and drums.

Imagine seeing a small band performing on the street; that’s kind of what was inspiring to me. This is a traveling troupe of performers, and Greg even referred to them as “the Muppets” during one of our first meetings. We also had a lot of heightened moments that used a large, epic orchestra. I’m thinking especially about the last 30 minutes of the season finale, which is incredibly triumphant and epic in scope.

How did you work with the director in terms of feedback? Any examples of notes or direction given?
Greg and producer Adam Leibowitz were dream collaborators and always had incredibly thoughtful notes and gave great direction. I think the feedback I got most frequently was about being careful not to dip into melodrama through the music. The team is very tasteful with how they portray dramatic moments in their projects, and Wrestlers was no exception.

There were a few times I went a bit too far and big in the music, and Greg would tell me to take a step back and let the drama from the reality of the situation speak for itself. This all made a lot of sense to me, especially because I understood that, coming from scoring mostly scripted programming, I would tend to go harder and bigger on my first pass, which wasn’t always appropriate.

More generally, do you write based on project – spot, game, film, TV — or do you just write?
I enjoy writing music mostly to picture, whether that’s a movie or TV or videogame. I enjoy it much more than writing a piece of music not connected to anything, and I find that when I have to do the latter, it’s incredibly difficult for me.

How did you get into composing? Did you come from a musical family?
I don’t come from a musical family, but I come from a very creative and encouraging family. I knew I wanted to start composing from a very young age, and I was incredibly fortunate to have a family that supported me every step of the way. I studied music in high school and then into college, and then I immediately got a job apprenticing for a composer right after college. I worked my way up and through a lot of odd jobs, and now I’m here.

Any tips for those just starting out?
My biggest piece of advice is to simply be yourself. I know it sounds trite, but don’t try to mold your voice into what you think people want to hear. I’m still learning that even with my 10 years in the business, people want to hear unique voices, and there are always great opportunities to try something different.

Oscars: Creating New and Old Sounds for The Creator

By Randi Altman

Director Gareth Edwards’ The Creator takes place in 2055 and tells the story of a war between the human race and artificial intelligence. It follows Joshua Taylor (John David Washington), a former special forces agent who is recruited to hunt down and kill The Creator, who is building an AI super weapon that takes the form of a child.

As you can imagine, the film’s soundscape is lush and helps to tell this futuristic tale, so much so it was rewarded with an Oscar nomination for its sound team: supervising sound editors/sound designers Erik Aadahl and Ethan Van der Ryn, re-recording mixers Tom Ozanich and Dean Zupancic and production sound mixer Ian Voigt.

L-R: Ethan Van der Ryn and Erik Aadahl

We reached out to Aadahl to talk about the audio post process on The Creator, which was shot guerrila style for a documentary feel.

How did you and Ethan collaborate on this one?
Ethan and I have been creative sound partners now for over 17 years. “Mind meld” is the perfect term for us creatively. I think the reason we work so well together is that we are constantly trying to surprise each other with our ideas.

In a sense, we are a lot harder on ourselves than any director and are happiest when we venture into uncharted creative territory with sound. We’ve joked for years that our thermometer for good sound is whether we get goosebumps in a scene. I love our collaboration that way.

How did you split up the work on this one?
We pretty much divide up our duties equally, and on The Creator, we were blessed with an incredible crew. Malte Bieler was our lead sound designer and came up with so many brilliant ideas. David Bach was the ADR and dialogue supervisor, who was in charge of easily one of the most complex dialogue jobs ever, breaking our own records for number of cues, number of spoken languages (some real, some invented), large exterior group sessions and the complexity of robot vocal processing. Jonathan Klein supervised Foley, and Ryan Rubin was the lead music editor for Hans Zimmer’s gorgeous score.

What did director Gareth Edwards ask for in terms of the sound?
Gareth Edwards wanted a sonic style of “retro-futurism” mixed with documentary realism. In a way, we were trying to combine the styles of Terrence Malick and James Cameron: pure expressive realism with pure science-fiction.

Gareth engaged us long before the script was finished — over six years ago — to discuss our approach to this very different film. Our first step was designing a proof-of-concept piece using location scout footage to get the green light, working with Gareth and ILM.

How would you describe the sound?
The style we adopted was to first embrace the real sounds of nature, which we recorded in Cambodia, Laos, Thailand and Vietnam.

For the sound design, Gareth wanted this retro-futurism for much of it, recalling a nostalgia for classic science fiction using analog sound design techniques like vocoders, which were used in the 1970s for films like THX 1138. That style of science fiction could then contrast with the fully futuristic, high-fidelity robot, vehicle and weapon technology.

Gareth wanted sounds that had never been used before and would often make sounds with his mouth that we would recreate. Gareth’s direction for the NOMAD station, which emits tracking beams from Earth’s orbit onto the Earth’s surface, was “It should sound like you’d get cancer if you put your hand in the beam for too long.” I love that kind of direction; Gareth is the best.

This was an international production. What were the challenges of working on different continents and with so many languages?
The Creator was shot on location in eight countries across Asia, including Thailand, Vietnam, Cambodia, Japan and Nepal. As production began, I was in contact with Ian Voigt, the on-location production mixer. He had to adapt to the guerilla-style of filming to invent new methods of wireless boom recording and new methods of working with the novel camera technology, in close contact with Oren Soffer and Greig Fraser, the film’s directors of photography.

Languages spoken included Thai, Vietnamese, Hindi, Japanese and Hindi, and we invented futuristic hybrid languages used by the New Asia AI and the robot characters. The on-location crowds also spoke in multiple languages (some human, some robotic or invented) and required a style of lived-in reality.

Was that the most challenging part of the job? If not, what was?
The biggest challenge was making an epic movie in a documentary/guerilla-style. Every department had to work at the top of its game.

The first giant challenge had to do with dialogue and ADR. Dialogue supervisor David Bach mentioned frequently that this was the most complex film he’d ever tackled. We broke several of our own records, including the number of principle character languages, the number of ADR cues, the amount and variety of group ADR, and the complexity of dialogue processing.

The Creator

Tom Ozanich

Dialogue and music re-recording mixer Tom Ozanich had more radio communication futzes, all tuned to the unique environments, than we’d ever witnessed. Tom also wrangled more robotic dialogue processing channels of all varieties — from Sony Walkman-style robots to the most advanced AI robots — than we’d ever experienced. Gareth wanted audiences to hear the full range of dialogue treatments, from vintage-style sci-fi voices using vocoders to the most advanced tools we now have.

The second big challenge was fulfilling Gareth’s aesthetic goal: Combine ancient and fully futuristic technologies to create sounds that have never been heard before.

What about the tank battle sequence? Walk us through that process.
The first sequence we ever received from Gareth was the tank battle, shot on a floating village in Thailand. For many months, we designed the sound with zero visual effects. A font saying “Tank” or “AI Robot” might clue us in to what was happening. Gareth also chose to use no music in the sequence, allowing us to paint a lush sonic tapestry of nature sounds, juxtaposed with the horrors of war.

He credits editors Joe Walker, Hank Corwin and Scott Morris for having the bravery not to use temp music in this sequence and let the visceral reality of pure sound design carry the sequence.

Our goal was to create the most immersive and out-of-the-box soundscape that we possibly could. With Ethan, we led an extraordinary team of artists who never settled on “good enough.” As is so often the case in any artform, serendipity can appear, and the feeling is magic.

One example is for the aforementioned tanks. We spent months trying to come up with a powerful, futuristic and unique tank sound, but none of the experiments felt special enough. In one moment of pure serendipity, as I was driving back from a weekend of skiing at Mammoth, my car veered into the serrated highway median that’s meant to keep drivers from dozing off and driving off the road. The entire car resonated with a monstrous “RAAAAAAAAHHHHHHMMM!!” and I yelled out, “That’s the sound of the tank!” I recorded it, and that’s the sound in the movie. I have the best job in the world.

The incoming missiles needed a haunting quality, and for the shriek of their descent, we used a recording we did of a baboon. The baboon’s trainer told us that if the baboon witnessed a “theft,” he’d be offended and vocalize. So I put my car keys on the ground and pretended not to notice the trainer snatch the keys away from me and shuffle off. The baboon pointed and let out the perfect shriek of injustice.

What about the bridge sequence?
For this sequence, rudimentary, non-AI bomb robots named G-13 and G-14 (à la DARPA) sprint across the floating village bridge to destroy Alfie, an AI superweapon in the form of a young girl (Madeleine Yuna Voyles). We used the bomb robots’ size and weight to convey an imminent death sentence, their footsteps growing in power and ferocity as the danger approached.

Alfie has a special power over technology, and in one of my favorite moments, G-14 kneels before her instead of detonating. Alfie puts her hand to G-14’s head, and during that touch, we took out all of the sound of the surrounding battle. We made the sound of her special power a deep, humming drone. This moment felt quasi-spiritual, so instead of using synthetic sounds, we used the musical drone of a didgeridoo, an Aboriginal instrument with a spiritual undercurrent.

A favorite sonic technique of ours is to blur the lines between organic and synthetic, and this was one of those moments.

What about the Foley process?
Jonathan Klein supervised the Foley, and Foley artists Dan O’Connell and John Cucci brilliantly brought these robots to life. We have many intimate and subtle moments in the film when Foley was critical in realistically grounding our AI and robot characters to the scene.

The lead character, Joshua, has a prosthetic leg and arm, and there, Foley was vital to contrasting the organic to the inorganic. One example is when Joshua is coming out of the pool at the recovery center — his one leg is barefoot, and his other leg is prosthetic and robotic. These Foley details tell Joshua’s story, demonstrating his physical and, by extension, mental complexity.

What studio did you work out of throughout the process?
We did all of the sound design and editing at our facility on the Warner Bros. studio lot in Burbank.

We broke our own record for the number of mixing stages across two continents. Besides working at WB De Lane Lea in London, we used Stages 5 and 6 at Warner Bros. in Burbank. We were in Stages 2 and 4 at Formosa’s Paramount stages and Stage 1 at Signature Post. This doesn’t even include additional predub and nearfield stages.

The sound team with Gareth Edwards Warner’s Stage 5.

In the mix, both Tom Ozanich and Dean Zupancic beautifully [shifted] from the most delicate and intimate moments, to the most grand and powerful.

Do you enjoy working on VFX-heavy films and sci-fi in particular? Does it give you more freedom in creating sounds that aren’t of this world?
Sound is half of the cinematic experience and is central to the storytelling of The Creator — from sonic natural realism to pure sonic science fiction. We made this combination of the ancient and futuristic for the most unique project I’ve ever had the joy to work on.

Science fiction gives us such latitude, letting us dance between sonic reality and the unreal. And working with amazing visual effects artists allows for a beautiful cross-pollination between sound and picture. It brings out the best in both of our disciplines.

What were some tools you used in your work on The Creator?
The first answer: lots of microphones. Most of the sounds in The Creator are real and organic recordings or manipulated real recordings — from the nature ambiances to the wide range of technologies, from retro to fully futuristic.

Of course, Avid Pro Tools was our sound editing platform, and we used dozens of plugins to make the universe of sound we wanted audiences to hear. We had a special affinity for digital versions of classic analog vocoders, especially for the robot police vocals.

The Oscar-nominated sound team for The Creator pictured with director Gareth Edwards.

Finally, congrats on the nomination. What do you think it was about this film that got the attention of Academy members?
Our credo is “We can never inspire an audience until we inspire ourselves,” and we are so honored and grateful that enough Academy members experienced The Creator and felt inspired to bring us to this moment.

Gareth and our whole team have created a unique cinematic experience. We hope that more of the world not only watches it, but hears it, in the best environment possible.

(Check out this behind-the-scenes video of the team working on The Creator.)

NBCUni 9.5.23

Oscar-Nominated Sound Pro Talks The Zone of Interest and Poor Things

Supervising sound editor, sound designer and re-recording mixer Johnnie Burn has been busy working on not one but two of this year’s Oscar-nominated films, The Zone of Interest and Poor Things. One is about the horrors of the Holocaust, and the other is a whimsical tale of rebirth and the love of life.

Poor Things

Johnnie Burn

Burn reunites with director Jonathan Glazer on The Zone of Interest after previously working on Glazer’s first film, Under the Skin. While collaborating again on The Zone of Interest, Burn and Glazer aimed for a super-realistic soundscape to maintain the authenticity of the sounds that would have been heard during the Holocaust. Burn and production sound mixer Tarn Willers were nominated for a Best Sound Oscar for their work on the film.

Clearly adept at developing long-lasting collaborations, Burn also recently reunited with The Favourite and The Lobster director Yorgos Lanthimos on Poor Things. Burn worked to develop a soundscape to match the atmosphere of the film.

We reached out to Burn to find out more about his work on both films. Let’s start with the Holocaust film The Zone of Interest

You have worked with Jonathan Glazer before. When did he approach you about this film? And how does that relationship work in terms of shorthand, etc.?
I’ve known Jon for 27 years, and this was our second film. A decade ago, we made Under the Skin and learned a lot about how we like to use sound for a different kind of cinematic immersion. Over the years, Jon had mentioned this film, The Zone of Interest, but it was only when he gave me the script a couple of years out that I realized just how much it would rely on sound.

We agreed that we didn’t know specifically how we would do it, telling the story of the atrocities through sound. We knew that he was going to go and shoot the film, and in a year, he would return to begin post production. Over that time I needed to become an expert on what Auschwitz sounded like in 1943 — the motorbikes that passed by the road outside the camp, the nationalities of the prisoners and so on — and learn the detail of the events that took place there, which led to murder and mass murder on a daily basis.

In terms of our shorthand, I knew Jon wasn’t going to accept any form of mockup representation in sound. Only a soundscape with immense integrity would sound right over such documentary images.

The film is intense and covers a very serious topic — quite a different tone than Poor Things. Can you talk about approaching this film versus Poor Things?
The Zone of Interest was very intense indeed, and the sound is very much an extraordinary counternarrative to the images you see. Jon and I always thought of it as two films: one being the film you see and the other being the film you hear.

Film 1 is a family drama — an exceedingly immersive journey into a family and its house in 1943. It was filmed with many scenes taking place simultaneously thanks to hidden cameras (the director rigged multiple cameras around the house, allowing the actors to improvise and were often unaware the cameras were even rolling]. Some takes were an hour long so that the actors could just “be.” We can observe and keep our critical distance, which really allows us to ponder how like us they are.

Film 2 is the sound that comes over the wall from the concentration camp. It is the sound that the occupants of the house ignore, and it is the worst horrorscape imaginable. We created a scientific representation based on substantial research of the atrocities that took place in Poland in 1943.

To be honest, The Zone of Interest was such a difficult immersion mentally that it bore no relation to working on Poor Things whatsoever. For Zone, I had to become an expert on the sound of genocide, and for Poor Things, I had to make imaginary worlds come to life.

What were some of the more challenging scenes in the film from an audio perspective?
I think every scene was challenging, as the whole thing was pretty awful to listen to and awful to work on.

Probably the hardest was the scene where Rudolf stands in his garden in the evening and smokes a cigar whilst we hear the sound of the gas chamber and crematoria in operation. This was something I had researched elaborately. There was much testimony on the terrifying, howling chorus of pain; the banging and scratching at the doors; and the revving of motorbikes, which the guards would use to attempt to block out the horror; and then the silence after and the hum over the ovens. Credibly creating all these sounds whilst not sensationalizing the material and whilst respecting the victims and survivors was a terrific knife edge.

Two very different worlds, even as they are so close together. The home is filled with laughter and the garden with birds, but then the horrifying sounds from the camp.
The camp is really about the idyllic lifestyle of Hedwig and Rudolf and their young family. For Hedwig, she finally has the house and garden she has dreamed of. They are finally fulfilling not just their own dream, but the socialist nationalist dream of heading east and finding their own “living space.”

On the most basic level, they all block out the thing that allows them to be there — the sound that comes over the garden wall of the daily murder by gassing, the occasional gunshot and the torture of the prisoners. As viewers, we hear this. We know that you can block your eyes, but you cannot block your ears, so we wonder why they don’t react. But it is their choice, on some level, to do so.

Poor Things

Talk about your role on Poor Things.
I worked as sound designer/sound supervisor/re-recording mixer. Often you need a bunch of supervisors to all work individually and then bring the mix together at the final mixing stage. I work with a team of first assistants in one iteration of software, and we sculpt the mix as we go.

Who else was on your team, and how did you split up the duties?
First assistant Simon Carroll helps me with so much, and then I have two second assistants. When a film comes in, we watch it and decide what we need to do. We all work in the same software, on the same timeline, all at once. So if I need some more footsteps in a scene, for example, I will throw a marker in the “To Do” marker list. One of the guys who is feeling happy about feet that day will hit it! This extends out to all sorts of sound design and premixing work. My team is exceedingly talented and is adept at many disciplines — dialogue editing and clean-up, Foley editing, design and mix work. Being so diverse keeps it interesting for them too.

How would you describe the soundscape of Poor Things?
The sound design for Poor Things is a sophisticated blend of seemingly real-world authenticity in a rather surreal environment; creative sound manipulation; and a deep understanding of the film’s narrative and emotional context. The work is integral to the overall impact of the film. We created soundscapes that are both beautiful and surreal yet feel “normal” over the extraordinary visuals of the film. It was also designed to allow the actors’ performances to really sing.

You are a frequent collaborator of Yorgos’. When did he approach you about this film, and how does that relationship work?
Yes, this was our fourth film together. I am so lucky! We spoke about the film quite a while back. We have a very good shorthand really. During the making of the post soundscape for The Killing of a Sacred Deer, Yorgos had to leave at the start of the process. The fact that he didn’t walk out when he heard it at the Cannes premier made for a good level of trust between us!

The film is a comedy/fantasy. How did you use sound to help tell this story? Does it change much from the time Bella (Emma Stone) is brought back to life and is still learning how to live to when she regains some of her freedom/independence?
Absolutely. The sound develops in terms of age characteristic and playfulness, becoming more mature as it goes on. The soundscapes my team and I created help to lend credibility to the extraordinary set builds, and therefore in some way they go toward helping with world-building. Here, great sound design ideally goes unnoticed! But there are some fun, standout bits, like squishy frogs, barking chickens and ships with a heartbeat.

What were some of the more challenging scenes in the film from an audio perspective?
Probably the most challenging were the scenes that show Bella’s extraordinary character growing up. We had to keep the playful tone without undermining a serious message. Also, not one of these places has ever actually existed, nor, given how surreal, have there been any places like them. So the challenge was finding sounds that were unique and bizarre enough to work but not so much that they attracted attention.

Any scenes that stand out as a favorite?
I really love the opening scene in the hallway, with Bella on her bike. Jerskin Fendrix’s extraordinary score is playing and the chicken-dog is barking. The sound design over the end credits was great fun too.

What kind of notes/direction were you getting from Yorgos?
Yorgos and I have such a shorthand, and he really is the most supportive director ever. He hires you because he knows you understand his filmmaking, and then he creates enormous space for you to work in. He knows that I can get going without much of a brief, and then we meet late in post to see where I am at.

Where did you do the work, and what tools did you use?
My team and I recorded sound in the field and then worked out of Wave Studios in London for editorial and premixing. We final-mixed at Halo Post in London. I have a great Dolby Atmos room at my home in Brighton, on the south coast below London. I work predominantly in a less common software called Nuendo [from Steinberg]. It accommodates thousands of audio tracks, network collaboration with my team, and huge sound design and Dolby Atmos mix opportunities. More people should use it.

What haven’t I asked that’s important? 
Integrating with Jerskin’s amazing Oscar-nominated score! Yorgos never used a composer before, and previously I would have had to stitch together disparate musical tonalities into a cohesive soundscape. Not anymore! Plus, his score is so unusual and singular that it really made me adapt my soundscape somewhat more to its essence. Plus, he is a lovely guy!


dearVR Pro 2

Dear Reality Launches dearVR Pro 2 Spatializer Plugin

Spacial audio company Dear Reality has launched dearVR Pro 2, the successor to its dearVR Pro spatializer. The upgrade adds a stereo input, including stereo width control, to the plugin, and gives users access to new immersive Pro Tools formats. dearVR Pro 2 also features new high-pass and low-pass filters for early reflections and late reverb. In addition, the new Mk II software supports third-party OSC head trackers.

​“Simulating distance in spatial audio productions is essential when creating truly authentic 3D spaces. Just one spherical plane with a fixed distance around the listener will not do the trick,” explains Dear Reality co-founder Christian Sander. “dearVR Pro 2’s distance simulation unlocks fully natural depth perception for multi-channel formats and lets the user place the sound seamlessly — even behind the loudspeakers.”

The dearVR Pro 2 output section features 35 multi-channel loudspeaker formats, including the latest 9.0.4, 9.0.6  and 9.1.4 Pro Tools DAW formats. The all-in-one spatializer offers ambisonics ​– up to third order – and binaural outputs, making dearVR Pro 2 very useful for advanced XR productions.

dearVR Pro 2The software’s new stereo input feature expands this concept to stereo tracks, allowing for direct access to the stereo width and making the spatializer plugin well-suited for stem productions. “Recording audio with stereo miking techniques is still common practice, even for the creation of advanced three-dimensional experiences,” says Dear Reality’s Felix Lau. “dearVR Pro 2 helps the engineer to effortlessly position stereo recordings of instruments and ambiance in a spatial sound field.”

In addition to the existing connection to the dearVR Spatial Connect VR controller, dearVR Pro 2 can now also connect to any third-party OSC head tracker using the included Spatial Connect Adapter. This provides extended head-tracking control and a much more natural way to judge immersive productions.

dearVR Pro 2 is available for $199, but during the introductory period that lasts until January 31, dearVR Pro 2 is available for $149. Existing dearVR Pro users can upgrade to the Mk II version for $79.​



Detroit’s Another Country Ups Joe Philips to Creative Director

Detroit-based Another Country has promoted Joe Philips to creative director after he spent the past decade as creative director of sonic branding and composer for the company.

Philips is known for his ability to pair music and sound with moving images, and while working with clients including Pokemon, Pepsi, GMC, Buick, the Detroit Lions and the Association of Independent Commercial Producers (AICP).

He uses his expertise in music composition, sound design, sonic branding, composition and music supervision to help Another Country’s clients and their projects.

Starting his career as a musician, Philips went on to become a composer, songwriter, audio engineer and record producer. Through his experiences as music supervisor and composer for NYC-based sonic branding agency Made Music Studio, he discovered his passion for strengthening brands through music and sound. Teaching sound design at Detroit’s College for Creative Studies since 2020 has kept him updated on the latest tech and trends.

“Joe is equal parts artist and technician, which is perfect to lead our charge in Detroit,” says managing director Tim Konn. “Joe’s passion for all things audio is inspiring, and his excitement is contagious. He’s also very thoughtful and thorough, always bringing unique insights that elevate whatever he touches.”

“One of Another Country’s greatest strengths is that we’re able to handle just about any audio-related project — big or small,” says Philips. “Between our two locations, we have a deep bench of hard-working audio minds and a strong professional network that spans the globe.”

Another Country is part of Cutters Studios. “We benefit so much from being in the same building with editors, animators, graphic designers,” explains Philips. “It allows us to openly communicate during every step of the process and collaborate extensively, work together to solve problems and ultimately create the best output for our clients.”

 


iZotope AI Voice Enhancement Now Available

Native Instruments has released iZotope VEA, a new AI-powered voice enhancement assistant for content creators and podcasters.

VEA features AI technology that listens first and then enhances audio so creators can feel more confident with their voices and deliver better-sounding content. VEA increases clarity, sets more consistent levels and reduces background noise on any voice recording.

VEA works as a plugin within major digital audio workstations and nonlinear editors. For a list of officially supported hosts, see the system requirements at here.

VEA features three simple controls that are intelligently set by iZotope’s AI technology. Those who are more familiar with editing vocal recordings will find a new way to finish productions quickly by consolidating their effects chains and saving on CPU.

Key features:

  • The Shape control ensures audio sounds professional and audience-ready without having to worry about an EQ. Shape is tailored to each voice and matches the sound of top creators or podcasts with the free iZotope Audiolens tool.
  • The Boost control adds loudness and compression as it’s turned up. Users can easily boost the presence and power of voice recordings without spending time struggling with settings. Boost delivers a smooth and even sound to speech for a more engaging listening experience.
  • The Clean control takes background noise out of the spotlight so every voice can shine. VEA learns the noise in the room automatically and preserves speech for light, transparent noise reduction.

VEA is available now for $29.

 

 


Maggie Norsworthy

Behind the Title: Mr. Bronx’s Maggie Norsworthy

Maggie Norsworthy is an audio post producer at New York City’s Mr. Bronx, an artist-owned and operated audio post studio that creates soundscapes for ad campaigns, feature films, TV series, experiential installations and theme park rides. Mr. Bronx offers an array of services, including mix, sound design, Foley, ADR, VO record and VO casting.

What does your job entail?
I wear a few different hats. I oversee high-level studio management, mid-level production and in-person production. I also track work for social media posting.

The Boy and the Heron

It usually starts with fielding incoming requests and breaking down project needs using creative or sound design briefs to generate estimates. After all that’s done, we get on creative calls to help bring the project to life. I also assist with coordinating sessions in a way that’s optimal for the talent along with the creative, editorial and production teams. As sessions progress, I manage communications between the engineers, talent, clients and everyone else. Finally, I ensure delivery of the final mixes for the client.

Separately, I now double as a casting director when needed. After honing the casting brief with the client, we curate a talent list and then send out our favorite options. Other various items include non-audio-specific tasks, like client outreach and sales.

What would surprise people the most about what falls under the title of audio producer?
The diversity of what “audio producer” means is really funny. Podcast audio producers often have journalism degrees; music audio producers lay down tracks. I’m not an engineer at all — I coordinate and keep the trains running. That always surprises people. I think they get surprised that post studios do castings too. Casting can be a mysterious process to people, and it’s cool that those are done in-house.

Lakota Nation vs. United States

What’s your favorite part of the job?
I love it when a session goes smoothly. It’s great when, once the actual recording or mix session starts, people know the important information and have all the answers to questions, which lets the engineer relax and do their thing. When everyone is comfortable and can collaborate well together, that’s a great feeling.

I also love in-person work, when clients come in and can see our new space. Paired with this, I love going to in-person events, meeting new people and finding ways to collaborate. In many ways, this is the perfect job for an extrovert.

What is your least favorite?
When we have a lot of sessions going on at the same time. It’s great for us — we want our engineers to be booked — but sometimes that means multiple urgent requests come in at once. That’s why I prioritize time management to assess what really needs to get done first because it can be a challenge to juggle many “emergencies” at once.

Black Is King

What is your most productive time of the day?
Probably midmorning. When we don’t have sessions at the very beginning of the day, I have more time to review our documents and calendar. If I can get that high-level perspective at the beginning of the day, it sets me up for a smoother day ahead.

How has your section of the industry changed since COVID? The good and the bad?
It’s definitely changed in lasting ways, including the huge uptick in remote recording. We used to do some remote recording, but now the importance of testing equipment with talent has skyrocketed because we need to provide the highest quality audio possible.

It’s great for talent because it gives them chances to record in places where they’re not local. Before, everything revolved around an in-person session. We can accommodate more sessions in a day now too. But it’s a different beast because it means more emails, fewer calls and handling things remotely that would have been handled in-person before, which skews the balance toward remote work. Hybrid coordination is different than mostly in-person. It’s cool, though. The engineers have home setups and more flexibility, and it’s easier for clients to join via Zoom.

Black Is King

Do you see some of these workflow changes remaining with us going forward?
For sure. Clients still love to come in, and we love to have them, but if they’re suddenly slammed, it’s great that they can join over Zoom and we can continue the work. It adds a layer of convenience that wasn’t there before.

If you didn’t have this job, what would you be doing instead?
I would probably be in politics. I’ve done a lot of things. I’ve been a Capitol Hill intern studying political science. I’ve also worked at a cheese and wine store. I love both cheese and wine, so maybe I’d work in one as well. Ultimately, I like learning about people and making things happen, which is why I studied anthropology and political science.

Why did you choose this profession?
Ever since I found out what an audio producer was, I was interested. I like that it’s client-facing. I think post production is stimulating since you work on many things in a day. It’s great being the trusted partner in problem-solving and getting clients to the finish line. I like looking for ways to make processes more efficient.

Lakota Nation vs. United States

Can you name some recent projects you have worked on?
Mr. Bronx has such high respect for quality and craft, which means we work on some of the coolest stuff ever: most recently the Dolby Atmos mix for Studio Ghibli’s The Boy and the Heron English release. We’ve also done work for Beyoncé projects, including trailers for the Renaissance world tour film and sound design and mix for her Black Is King and Lemonade visual albums.

On the serial side, we also worked on FX’s Welcome to Wrexham. That was my first time seeing my name in the credits of a TV show. Recently we worked on sound for the documentary Lakota Nation vs. United States, which premiered at the Tribeca Film Festival and was purchased by IFC Films.

Ultimately, I love working alongside people with high standards and excellent output.

Name three pieces of technology you can’t live without.
The Google Tasks list, Slack and Google Calendar.

When you can listen to music, what do you have playing?
It depends on what season of life I’m in. Lately, I’ve been listening to this “Bossa in the Background” Spotify playlist, which has bossa nova music that’s mellow enough not to be distracting.

I also have a tried-and-true classical playlist from college that’s very good. Sometimes I’ll listen to regular music, but classical music and bossa nova usually make it easier for me to get in the zone. For when I am feeling emo, I have a specific playlist of my favorite songs from when I sang in choir in college.

What do you do to de-stress from it all?
I’m training for a half marathon, so I’ve been running. I also go to a lot of live music shows and hang out with my friends all the time. I rarely say no to going to do something.

The Boy and the Heron

Finally, would you have done anything different along your path?
I’m a person that needs to get things out of my system. If I hadn’t worked on the Hill, I would have been thinking about it forever. I don’t regret doing that. Same thing with cheese and wine; I’m happy I have that knowledge now. Maybe I would have been more aggressive earlier on about learning about the audio industry. It’s not always easy from the outside looking in to learn more about jobs like audio post producer.

Any tips for others who are just starting?
For those just starting, I’d say networking isn’t as intimidating as you might think. It’s not what you fear it has to be. Everyone wants to meet people they get along with. Everyone wants to make connections, and everyone has an interest in other people’s industries. You don’t have to feel weird talking to people and asking questions. The number of random connections that have emerged before and after I started at Mr. Bronx is so funny to me at this point, but that’s a story for another time…

 

 

Podcast 12.4

Finding the Right Music for the Film Foe

Jemma Burns is an Australian music supervisor. One of her recent projects was the Netflix reboot of Australian series Heartbreak High, which included 128 songs from inner-city Sydney underground trap and drill to pop acts like Dua Lipa and Tame Impala.

Jemma Burns

She also recently worked on the film Foe, directed by Garth Davis and starring Saoirse Ronan as Henrietta and Paul Mescal as Junior. Foe is a psychological thriller about the anachronistic dynamic of a couple’s relationship being called into question by the arrival of a third character into their lives. It also centers on the ramifications of AI and the state of the world we will soon be trying to survive in.

We reached out to Burns to talk about her role on the film.

What were you tasked with doing on Foe?
My role involved helping to source the right composers, establishing a broad sound for the film and coming up with song ideas for specific scenes. I also negotiated the fees, rights and licenses for the songs.

What does the job of a music supervisor entail?
All of the above, plus we spend time discussing the music during spotting sessions with the team. In these conversations we home in on what is and isn’t working musically in each scene. The music supervision role can be creatively intrinsic to the film, or it can predominantly be about managing the budget/negotiating fees/rights with copyright holders and obtaining approvals from the artists and songwriters. Often, it’s a bit of both.

How do you work with the director on Foe? What direction are you given, and then what is your process after that?
Garth and I have worked together for 10 years, and given how crucial music is to his process, I was one of the first people he called before the film was financed. We started with some references, such as Bernard Herrmann’s work with Hitchcock, and went on quite a journey finding the perfect composers.

I sent Garth the work of Park Jiha, a brilliant Korean multi-instrumentalist whose sound is incredibly haunting and emotive but also very singular and eerie — it really lends itself to a psychologically unsettling story set in the future.

I don’t think we’ve heard piri, yanggeum and saenghwang on many western soundtracks, but the first time I heard Jiha’s music, I knew it would be magical in a film context. Garth was instantly bewitched. Since Jiha hadn’t done film work before, I also brought Oliver Coates into the conversation. We have worked together previously, so I knew their sounds would complement each other, and I felt his incisive approach was just what we needed. Oliver is a deeply intelligent composer equally at home in classical and experimental worlds. In Foe, Jiha’s music speaks more to the dying Earth and the unsettling motives of the couple’s visitor, while Oliver’s was more focused on the emotional journey of the husband-and-wife characters — it’s the “heart” of the film.

Third, we always wanted a female voice for Hen’s piano music, given it’s a reflection of her spirit and where she’s at emotionally throughout the film. After exploring the work of many female pianists, we landed on Agnes Obel. We were blown away by how she nailed every piece with her first round of demos, having not composed in response to a brief before. Garth was brilliant at mapping out Hen’s emotional journey so that Agnes could really get inside Hen’s psyche and deliver exactly what we needed.

What kind of music was needed for this particular film? How did you go about finding the right songs?
As for songs, we wanted a soundtrack that at times spoke to the anachronistic nature of the relationship but also the world the characters chose to live in, which is adjacent to the modernity of the near future. Each song is laden with meaning specific to the context of the scene… Knowing Garth’s sensibility and what we were trying to achieve narratively, I was able to supply ideas that I knew would resonate with him (which isn’t always easy!).

Was there a song you really wanted but couldn’t get access to?
No, we were really very lucky on this film. We even managed to secure the rights to an obscure early Fleetwood Mac song written by an early band member (who, sadly, history seems to have forgotten).

What were some of the challenges on Foe? Any big wins, things you were most happy with?
Securing the rights to a very specific recording of Jacqueline du Pre performing Elgar’s Cello Concerto in E minor was quite challenging. It’s from a filmed performance, and the company that looks after the estate is extremely protective of how any material is used, which I completely respect.

The scene in which we hear it is such an important dynamic shift in the story, so I was thrilled that we got it in the end. I can’t imagine it working with any other piece. It also speaks to Terrance’s (Aaron Pierre) god complex and world view, which are completely at odds with Junior (the husband character).

What was your dynamic like collaborating so closely with the composers for this project?
On this film, my role was mostly about sourcing composers with the right sensibility, sound and temperament. We did discuss cues along the way, but Garth is such a wonderful communicator that I tend to leave him to discuss the film with the composers himself. I don’t want to interfere in a nascent creative relationship unless I have to.

Of course, I’m always there as a sounding board for the composers as well as the director. I always try to be available and supportive to composers who may not have worked in this arena before.

Podcast 12.4
V-Pan

Rhodes’ New Plugin Adds Analog Warmth to Vari-Pan Effects

Rhodes Music has introduced the V-Pan plugin, expanding on its V Series software that targets producers and musicians. According to Rhodes, the plugin pays homage to the iconic vibrato stereo panning effect introduced in the 1970s and emulates the iconic Vari-Pan section found on the Rhodes MK8 flagship piano, bringing analog warmth to a digital audio workstation. 

Integrating the Vari-Pan section from the V-Rack, Rhodes multi-effects plugin, the V-Pan is a stand-alone, dedicated module. Representing the third installment in Rhodes’ line of software solutions, the V-Pan is an example of how Rhodes is dedicated to legacy while simultaneously providing contemporary tools tailored for new-world producers and musicians.

Whether it’s enhancing the depth of a keyboard or synth, creating textures on guitar, infusing ethereal FX sounds or giving vocals a unique twist, the V-Pan plugin, says Rhodes, can help create new possibilities. Its user-friendly interface seamlessly integrates with a user’s preferred DAW, allowing musicians to shape and customize a sonic landscape.

Key Features:

  • Directly modeled from the distinctive Rhodes MK8 hardware Vari-Pan circuit.
  • Equipped with precision left/right panning LED indicators.
  • Deep depth control for nuanced sound manipulation.
  • Provides a clear parameter value readout for precise adjustments.
  • Includes Waveform Slew and Smooth controls, enabling further customization of the panning waveshape.
  • Seamlessly integrates BPM sync functionality for synchronized and rhythmic effects.

The V-Pan plugin will be available for free until January 31. Click the link here and fill out the form to get access.

 

 

 

CAS Awards

Sound Mixing Awards: CAS Announces Nominations

The Cinema Audio Society (CAS) has announced its nominees in seven categories for the 60th Annual CAS Awards, which will recognize Outstanding Achievement in Sound Mixing for 2023. The 60th CAS Awards will be held on Saturday, March 2, at the Beverly Hilton.

As previously announced, the society will honor multi-award-winning sound mixer Joe Earle, CAS (American Horror Story, Six Feet Under), with the CAS Career Achievement Award.

CAS Award nominees represent the contributions of sound mixers, honoring outstanding achievements in the craft of sound mixing for both film and television. Each year CAS members, possessing extensive expertise in the art and science of sound mixing, review hundreds of projects to ensure that nominees truly embody excellence in sound mixing in motion picture and television entertainment.

“2023 posed numerous challenges for the industry, yet we remain deeply grateful for the abundance of contenders and are truly impressed by the skills and talent displayed by the sound community,” says CAS president Peter Kurland. “The upcoming awards promise a celebration of our community’s remarkable efforts, achievements and work. We extend heartfelt congratulations to all the deserving nominees.”

The 60th Annual CAS Award nominees for Outstanding Achievement in Sound Mixing are:

MOTION PICTURES – LIVE ACTION

Barbie  

Production Mixer – Nina Rice
Re-Recording Mixer – Kevin O’Connell CAS

Re-Recording Mixer – Ai-Ling Lee CAS
Scoring Mixer – Peter Cobbin
Scoring Mixer – Kirsty Whalley
ADR Mixer – Bobby Johanson CAS
Foley Mixer – Kevin Schultz

Ferrari

Production Mixer – Lee Orloff CAS

Re-Recording Mixer – Andy Nelson CAS

Re-Recording Mixer – Tony Lamberti
Re-Recording Mixer – Luke Schwarzweller CAS
Scoring Mixer – Andrew Dudman

ADR Mixer – Matthew Wood
Foley Mixer – Giorgi Lekishvili

Killers of the Flower Moon

Production Mixer – Mark Ulano CAS
Re-Recording Mixer – Tom Fleischman CAS
Re-Recording Mixer – Eugene Gearty
Foley Mixer – George A. Lara CAS

Maestro

Production Mixer – Steven A. Morrow CAS
Re-Recording Mixer – Tom Ozanich
Re-Recording Mixer – Dean A. Zupancic
Scoring Mixer – Nick Baxter
ADR Mixer – Bobby Johanson CAS
Foley Mixer – Walter Spencer

Oppenheimer

Production Mixer – Willie D. Burton CAS
Re-Recording Mixer – Gary A. Rizzo CAS
Re-Recording Mixer – Kevin O’Connell CAS
Scoring Mixer – Chris Fogel CAS
Foley Mixer – Tavish Grade
Foley Mixer – Jack Cucci
Foley Mixer – Mikel Parraga-Wills

 

MOTION PICTURES – ANIMATED

Elemental

Original Dialogue Mixer – Vince Caro CAS
Original Dialogue Mixer – Paul McGrath CAS
Re-Recording Mixer – Stephen Urata
Re-Recording Mixer – Ren Klyce
Scoring Mixer – Thomas Vicari CAS
Foley Mixer – Scott Curtis

Spider-Man: Across the Spider-Verse

Original Dialogue Mixer – Brian Smith

Original Dialogue Mixer – Aaron Hasson
Original Dialogue Mixer – Howard London CAS
Re-Recording Mixer – Michael Semanick
Re-Recording Mixer – Juan Peralta
Scoring Mixer – Sam Okell

Foley Mixer – Randy K. Singer CAS

Teenage Mutant Ninja Turtles: Mutant Mayhem

Original Dialogue Mixer – Doc Kane CAS
Re-Recording Mixer – Michael Semanick
Re-Recording Mixer – Mark Mangini
Scoring Mixer – Trent Reznor
Scoring Mixer – Atticus Ross
ADR Mixer – Chris Cirino
Foley Mixer – Chelsea Body

The Boy and the Heron

Original Dialogue & Re-Recording Mixer – Kôji Kasamatsu

The Super Mario Brothers Movie

Original Dialogue Mixer – Carlos Sotolongo CAS
Re-Recording Mixer – Pete Horner
Re-Recording Mixer – Juan Peralta
Scoring Mixer – Casey Stone CAS
ADR Mixer – Doc Kane CAS
Foley Mixer – Richard Durante

 

MOTION PICTURES – DOCUMENTARY

32 Sounds

Production Mixer – Laura Cunningham
Re-Recording Mixer – Mark Mangini
Scoring Mixer – Ben Greenberg
ADR Mixer – Bobby Johanson CAS
Foley Mixer – Blake Collins CAS

American Symphony

Re-Recording Mixer – Tom Paul
Re-Recording Mixer – Tristan Baylis
Foley Mixer – Ryan Collison

Little Richard: I Am Everything

Re-Recording Mixer – Tom Paul

Still: A Michael J. Fox Movie

Re-Recording Mixer – Skip Lievsay CAS
Re-Recording Mixer – Paul Urmson
Re-Recording Mixer – Joel Dougherty
Scoring Mixer – John Michael Caldwell
Foley Mixer – Micah Blaichman

Taylor Swift: The Eras Tour

Production Mixer – Jacob Farron Smith CAS
Re-Recording Mixer – John Ross CAS
Re-Recording Mixer – David Payne
Re-Recording Mixer – Christopher Rowe

 

NON-THEATRICAL MOTION PICTURES OR LIMITED SERIES

All the Light We Cannot See: Ep.4 

Production Mixer – Balazs Varga
Re-Recording Mixer – Mark Paterson
Re-Recording Mixer – Craig Henighan CAS
Scoring Mixer – Nick Wollage
ADR Mixer – Bobby Johanson CAS
Foley Mixer – Peter Persaud CAS

Beef: Ep.9 The Great Fabricator

Production Mixer – Sean O’Malley CAS
Re-Recording Mixer – Penny Harold CAS
Re-Recording Mixer – Andrew Garrett Lange CAS
Foley Mixer – Andrey Starikovskiy

Black Mirror: S6, Ep3. Beyond The Sea

Production Mixer – Richard Miller
Re-Recording Mixer – James Ridgway
Scoring Mixer – Daniel Kresco
ADR Mixer – James Hyde
Foley Mixer – Adam Mendez CAS

Daisy Jones & The Six: Ep. 10 Track 10: Rock n’ Roll Suicide

Production Mixer – Chris Welcker

Re-Recording Mixer – Lindsey Alvarez CAS
Re-Recording Mixer – Mathew Waters CAS
Scoring Mixer – Mike Poole
ADR Mixer – Chris Navarro CAS
Foley Mixer – James B. Howe

Weird: The Al Yankovic Story

Production Mixer – Richard Bullock CAS
Re-Recording Mixer – Tony Solis
Scoring Mixer – Phil McGowan CAS
ADR Mixer – Brian Magrum CAS
Foley Mixer – Erika Koski CAS

 

TELEVISION SERIES – ONE HOUR

Succession: S04 E03 Connor’s Wedding

Production Mixer – Ken Ishii CAS
Re-Recording Mixer – Andy Kris
Re-Recording Mixer – Nicholas Renbeck

Scoring Mixer – Thomas Vicari CAS
ADR Mixer – Mark DeSimone CAS
Foley Mixer – Micah Blaichman

Ted Lasso: S03 E12 So Long, Farewell

Production Mixer – David Lascelles CAS
Re-Recording Mixer – Ryan Kennedy
Re-Recording Mixer – Sean Byrne CAS
Foley Mixer – Jordan McClain

The Crown: S05 E08 Gunpowder

Production Mixer – Chris Ashworth
Re-Recording Mixer – Stuart Hilliker CAS
Re-Recording Mixer – Lee Walpole
Re-Recording Mixer – Martin Jensen
ADR Mixer – Ben Tisdall
Foley Mixer – Anna Wright

The Last Of Us: S01 E01 When You’re Lost In The Darkness 

Production Mixer – Michael Playfair CAS
Re-Recording Mixer – Marc Fishman CAS
Re-Recording Mixer – Kevin Roache CAS
Foley Mixer – Randy Wilson

The Marvelous Mrs. Maisel: S05 E06 The Testi-Roastial

Production Mixer – Mathew Price CAS
Re-Recording Mixer – Ron Bochar CAS
Scoring Mixer – Stewart Lerman
Foley Mixer – George A. Lara CAS

 

TELEVISION SERIES – HALF HOUR

Barry: S04 E08 Wow

Production Mixer – Scott Harber CAS
Re-Recording Mixer – Elmo Ponsdomenech CAS
Re-Recording Mixer – Teddy Salas
Scoring Mixer – David Wingo
ADR Mixer – Aaron Hasson
Foley Mixer – Darrin Mann

Only Murders in the Building: S03 E08 Sitzprobe

Production Mixer – Joseph White Jr. CAS
Re-Recording Mixer – Mathew Waters CAS
Re-Recording Mixer – Lindsey Alvarez CAS
Song Mixer – Derik Lee
Scoring Mixer – Alan DeMoss
ProTools Playback Mixer – Derek Pacuk
Foley Mixer – Erika Koski CAS

The Bear: S02 E07 Forks

Production Mixer – Scott D. Smith CAS
Re-Recording Mixer – Steve “Major” Giammaria  CAS
ADR Mixer – Patrick Christensen
Foley Mixer – Ryan Collison

The Mandalorian: S03 E08 The Return

Production Mixer – Shawn Holden
Re-Recording Mixer – Scott R. Lewis CAS
Re-Recording Mixer – Tony Villaflor
Scoring Mixer – Chris Fogel CAS
ADR Mixer – Aaron Hasson
Foley Mixer – Scott Curtis

What We Do in the Shadows: S05 E05 Local News

Production Mixer – Rob Beal CAS

Re-Recording Mixer – Samuel Ejnes CAS

Re-Recording Mixer – Diego Gat CAS
Foley Mixer – Stacey Michaels CAS

TELEVISION NON-FICTION, VARIETY or MUSIC – SERIES or SPECIALS

 100 Foot Wave: S02 E05 Lost at Sea

Re-Recording Mixer – Keith Hodne

Bono & The Edge: A Sort of Homecoming With Dave Letterman

Production Mixer – Karl Merren
Re-Recording Mixer – Brian Riordan CAS
Re-Recording Mixer – Phil DeTolve CAS
Scoring Mixer – Jacknife Lee

Formula 1: Drive to Survive: S05 E09 Over The Limit

Production Mixer – Doug Dredger

Re-Recording Mixer – Steve Speed CAS
Re-Recording Mixer – Nick Fry CAS

The Late Show with Stephen Colbert: S08 E31 John Oliver; Broadway Cast of “The Lion King”

Production Mixer – Pierre de Laforcade

FoH Mixer -Tom Herrmann
Monitor Mixer – Al Bonomo
Music Mixer – Harvey Goldberg

Welcome to Wrexham: S02 E06 Ballers

Re-Recording Mixer – Mark Jensen CAS

 

STUDENT RECOGNITION AWARD FINALISTS

Allison Blum, Savannah College of Art and Design

Shubhi Sahni, University of Southern California

Doris (Yushu) Shen, University of Southern California

Eunseo (Bella) So, Savannah College of Art and Design

William Tate, Georgia State University


Tickets will be available from the CAS site on January 15th.

 

Building a Soundscape for Leave the World Behind

By Alyssa Heater

Directed by Sam Esmail and based on the novel of the same name by Rumaan Alam, Leave the World Behind follows the Sandford family on their impromptu vacation to a beautiful rental home on idyllic Long Island. The trip soon goes awry when a cyberattack leaves them without access to their regularly used tech devices, and two strangers – G.H. and Ruth Scott — arrive at their door claiming it’s their home. As the world begins to unravel around them, the two families must put their distrust of each other aside and ultimately rely on each other for survival.

Beau Borders

postPerspective sat down with the sound team behind the film, including supervising sound editor Kevin Buchholz and re-recording mixers John W. Cook II and Beau Borders, to learn about the collaborative effort with director Esmail to build sound as a main character itself.

What was the collaboration process like when building the soundscape for the Leave the World Behind? How early did you get involved?
Kevin Buchholz: January 2022 is when we first started to have conversations. There was something very specific in there from a sound design perspective, and Sam Esmail reached out early so that they could have something to play on-set. There is a signature sound design moment in the movie called “The Noise” that they asked me to design. I worked on that very early so that everybody could react to it on-set as they do in the movie. I started working on the seeds of what the final version of The Noise would be and got it off to Joe White, our production sound mixer, to play on-set. Because of that, the actors got used to hearing and reacting to it, and that was the genesis of what became something very big.

Kevin Buchholz

That did several things for us. One, it helped cue the actors and get conversations going very early with Sam about how he wanted The Noise to sound and what it was supposed to invoke so they could react to it. It also got people used to what it would eventually become. It’s the same in the film as it is in the book: very nondescript but also descriptive in how it makes people feel. As a sound designer, it’s tricky to get that right. Any opportunity to start getting that in our subconscious is a big help for us. I’m thankful that we started early and created the threads of what we were able to build upon.

Another thing that was really special was that Sam could recall the shot list from memory and basically break down everything. He had his assistant, Romilly Belcourt, running a slideshow as we were going through it, but he literally went through shot by shot and gave me an idea of what he wanted it to sound like. I recorded that Zoom and created a bible for all the different members on the team. It was a very long Zoom — like, four hours — but it was amazing to hear Sam describe what the shots were going to look like and then watch the movie. He had a very clear picture. While some of the shots didn’t remain in the cut, everything I saw early on was exactly as he described in that long Zoom session. In addition to that, I was on with [composer] Mac Quayle, who told me how he wanted the score to sound for these particular shots as well as what the background should sound like. It was a really great road map.

John W. Cook

I spent a couple weeks going through that, starting to pull sounds and giving the team direction on the things that should be in the soundtrack per Sam and what the overall feelings were. He had very specific ideas of what he wanted nature and technology to sound like. It wasn’t necessarily technology versus nature, but it did hint at some underlying themes of that.

John W. Cook II: After that, we had a few meetings with Sam to talk about immersive sound and how he wanted to use the speakers in the theater to distribute the sounds that Kevin had started to build and would continue to build throughout the process. Kevin, Beau and I were there to bring our experience to the project, but Sam made it clear he wanted to really push panning technique and utilize Atmos technology in a new and different way to serve the storytelling.

Buchholz: We have guidelines about how certain things should be in certain places in the theater, and Sam very much did not want to adhere to those. He wanted to push the boundaries as far as he could, which was thrilling for us.

Cook: Sam’s vision was to do an inversion of a typical disaster movie — where the disaster aspects of the film were often happening off-screen, focusing the films’ characters, their reactions and growth in the foreground of the story. This placed a certain kind of responsibility or reliance on sound.

Beau Borders: Sam Esmail has a very specific style. I was new to the party. Everybody else comes from the Mr. Robot family, and if there’s something that really stands out about the style of Mr. Robot, it’s the very unconventional camera placement. It becomes very unnerving the way Sam decided to break rules and go outside of what a conventional cinematographer would do. I believe, in a lot of ways, he intended to do that exact thing, but this time with sound.

He really pushed us to go beyond what we would normally do as far as where sounds are placed, creating hard edges and taking sounds away, just like pulling the rug out from underneath you when you least expect it. It creates this tone where the audience really second-guesses what they’re seeing, hearing and feeling. It gives a lot of mistrust in what the characters are doing and saying. That’s the tone that really makes the film effective all the way through to the end. You really want to feel unsettled, and you wouldn’t think that something simple — like hearing birds and then not hearing birds — would do that, but it really does create a vacuum at a certain point in the film when you get used to this soundscape that’s very lush and very all around you, and then it goes away. You might not consciously even know that’s what happened, but subconsciously, because of what Sam had us do with sound, you end up with an unsettled anxiety, and that’s just the best character in the movie.

Tell us about the technology used to craft the immersive sound for the movie.
Borders: We mixed the film in Dolby Atmos between Kevin’s studio and John’s studio at Universal, and then we did our final mix in New York at Warner Bros. We work in this immersive Atmos format, which is very much a three-dimensional sound format. And Sam, being very technical-minded, quickly tried to figure out what the limitations were and then how we could go 150% past those limitations. Sam invented terms, such as “swizzle shot,” to describe how to move the camera. Or “I want you to spread the sound,” which was his way of communicating how he wanted sound to travel from speaker to speaker.

Typically, my hands are on the sound effects, and I’m used to moving sounds around the room, whether it’s a helicopter, an airplane, a bird, a tornado, whatever. We had to utilize the exact same tools to move music around the room because, to us, it had to become invisible. Whether it was a piece of music or a piece of sound effect, it didn’t matter. It was all about what gives off the emotion that we’re trying to achieve in this moment. And so musical instruments move around the room using the same kind of technique that I would use to move a helicopter around the room. And that became a lot of fun because we as the creative collaborators wouldn’t really think, “Oh, I am in charge of the music, so I want to hear every musical note,” or “I’m in charge of the dialogue, so I want to hear every piece of dialogue.” It was more about what the movie needed at any given moment. And the movie might need a sound hard-panned in a speaker or a music cue might to cut off right in the middle of an action shot. It’s not what you would normally do, but as long as you are left with an anxious feeling, then mission accomplished.

Cook: There was a great deal of review that happened over the four months we were on this movie. Sam’s taste or desire for a particular moment would evolve. For example, he might like a panning move of timpani across ceiling speakers in an early session, but then after watching the movie through in context, he would adjust in a later session. We were always moving toward a vision of Sam’s, and getting there was a really creative process of communication and experimentation.

Buchholz: Beau and I learned early on that we had to be very judicious and particular with our use of reverbs, delay and so on and so forth because Sam really wanted to perceive the locations of the sounds. He really wanted things to move, sometimes very conventionally, sometimes very unconventionally, and that created an off-kilter uneasiness that sonically puts you with the characters. If the disaster itself is opaque, but we’re with these people that are off-kilter, then the sound’s got to reflect the way they’re feeling. If we achieve that on a subconscious level, we’re successful.

Beyond Sam, are there others involved in the collaboration process? Do you work closely with the picture editor?
Buchholz: We worked very closely with the picture editor, Lisa Lassek. She and I were going back and forth early on. I had a bunch of recordings that were done on Long Island and all along the Eastern Seaboard. We wanted to make sure we had the birds correct and the waves at varying distances… all these things. I sent her huge libraries of sounds, and she cut with those, which was so wonderful because much like the journey of The Noise, the same thing happens in the Avid. We worked early on with Lisa, her assistant Blake, and their whole team. We also worked closely with associate producer Gregg Tilson.

Mac started writing the score before they shot a frame. They were building with what Mac envisioned from reading the book and his conversations with Sam. To convey how he wanted orchestration, Sam gave Mac a rough direction with an avant-garde, European composer that was very explosive and bizarre. That’s about all Mac had to go on. Then our music editor, Ben Zales, was integral in making sure that the music was edited to picture.

It can be daunting to be asked to design the huge elements first, but if you’re tackling that first, and you have music that you can play off, it actually makes the whole process so much easier, and we’re just finishing as we go. The house is already built, we’re just picking the color, the trim, the fixtures. I think Sam had a complete understanding of what the movie should be, but it required all components. He had to hear and see everything and have the whole thing together before he could make a decision whether or not it was going to live in the movie.

Was there a particularly challenging scene or sequence within the film, and if so, how did you approach and overcome that obstacle?
Borders: The film is broken up into vignettes — feeling at home, feeling danger, feeling mistrust, feeling excitement. All these different moods are represented in the movie. To me, each one was incredibly difficult. The trick with sound is that, if we do our jobs aesthetically and correctly, you shouldn’t really notice the sound. We always appreciate it if you do, but ultimately, we just want you to go on the journey of the movie.

Take a scene like when Julia Roberts’ character is walking through this Airbnb and admiring the craftsmanship. You might think that was really easy for the sound crew, but there is so much that goes into it: the placement of the birds, the off-screen kids splashing in the pool and just how smooth and high-tech things sound. The house itself had to have a life to it, yet the more active a house sounds, the cheaper it sounds, in a way. Why would a house be so noisy if it’s this multimillion-dollar mansion? It should be silent.

So even the moments that you would think are simple sonically just weren’t. We had to pour over many options and tastes and go on the journey with Sam to figure it out. Then there are scenes with cars and boats crashing, all bigger sonic set pieces. Those were just as difficult as you would expect them to be. In the case of car crashes, Sam’s note to me was that he didn’t want them to sound “too Hollywood.” I had to dial back on what I would do in a conventional action film and create the sound of danger while leaning on realism. And that was a challenge in itself.

Was there something unique or special about this film that made it a particularly memorable experience for you guys?
Cook: We moved this movie from two different rooms at Universal to four different rooms at Warner Bros. New York to two different rooms in Warner Bros. Los Angeles. There were a couple of rooms in New York where we worked closely with Dolby to make small adjustments for our needs. They were great. It gave us interesting insight hearing our mix in these different rooms, each with its own characteristics.

Borders: Warner Bros. was really incredible too. Because of scheduling, we had to move into the CNN building. We worked in a room that was technically a television room, but it was big enough to accommodate theatrical. Carol Mintz and Nina Leitenberg and the rest of the WB NYC family jumped through hoops to turn that into a theatrical room — swapping out equipment, rearranging speakers, etc. If they wouldn’t have been able to do that, then our only other option was to leave New York, but we really wanted to finish the film in New York with our filmmaker. So, they were great.

As painful as it was to move from room to room to room, I think it ultimately helped our process. Leave the World Behind first had a theatrical release then went on to Netflix for streaming. We can’t control how it’s heard at home. Maybe you have a soundbar, maybe you have a full home theater system, maybe you’re watching it on your phone with earbuds. When we make a feature film soundtrack, we do assume that you’re at least in a theater. Once it goes to streaming, we can’t assume that anymore. We really obsessed over how it would work on small speakers, on soundbars, on iPads because sound is such a huge character in this film. So, moving from studio to studio to studio actually disciplined us to make the film work in as many different environments as we could.

Does having both a theatrical release and a streaming release impact your workflow at all?
We put a lot of time and energy into our home theater version. We know that it’s likely going to be heard at a lower level with inferior speakers and we take that into account. In the case of this film, Sam listened to absolutely every format and had different notes and sensibilities based on each.

Buchholz: To Beau’s point, I will always take someone like Sam, who cares about how all of these versions are going to sound. If you have a showrunner or someone driving a project who cares about what you’re doing, you’ll go to the ends of the earth. It’s all worthwhile knowing that it comes from somebody who wants it to be the best it possibly can. In this case, we watched the movie nine times in a week, literally 18 hours of playbacks, and Sam gave notes on every single version. Give me that any day of the week. I’ll do all the record keeping in the world. It is refreshing to know that your efforts are going to be shown in the best light regardless of the format.

Absolutely. Is there anything else you’d like to add?
Borders: While this one is in theaters, I’d just like to ask people to please go try to hear and see it in the biggest theater you can. And if you’re going to watch it at home, then damn thy neighbors and crank the audio because sound is a really special character, and we’re really proud of it!

Source Elements DAW Adds Desktop Routing App

Source Elements has added the new Source-Nexus Router to its Source-Nexus Suite DAW. Source-Nexus Router is a desktop application for Windows and macOS that enables unlimited desktop routing, which in turn enables static, flexible audio-routing setups that reduce the need for complex DAW templates. With all the flexibility of Source-Nexus I/O now in a stand-alone application, Source-Nexus Router now makes it possible to route audio outside the DAW so that the routing is active even when switching sessions or the DAW are not running.

Featuring advanced audio routing from any device and channel to any other device and channel, Source-Nexus Router is like a powerful patchbay for applications and connections. Users can mix and match any number of combinations of Source-Nexus devices or other virtual and system audio devices, regardless of the sample rate.

Windows support for similar technologies is lacking in the audio world, and Source-Nexus Suite is an important new toolset for the increasing number of audio professionals seeking to make Windows their main workstation. VP of product Ross Gillard comments that “music production takes place in a vast array of studio and software setups, yet there’s been a notable absence of professional solutions tailored for Windows users in this realm. The unveiling of full routing potential specifically for the Windows environment is truly exciting, and I can’t wait to see and hear what the community does with it.”

Compared to other comparable solutions, Source-Nexus Suite is a fully integrated solution with no overwhelming, complex routing matrices, and setup is designed to be intuitive and powerful. All Source-Nexus Suite applications are compatible with Windows and Mac, including native Apple silicon support.

Source-Nexus Suite is available starting at $11.95 for a monthly, yearly or two-year subscription with no commitment. Subscribers have early access to ongoing updates, including continuous free upgrades and new features and functionality.

Key Features:
• All of the flexibility of Source-Nexus I/O in a stand-alone application.
• Ability to route audio outside the DAW so that the routing is active even when switching sessions or the DAW are not running.
• Advanced audio routing from any channel to any channel.
• Ability to save and load routing templates and presets.
• Ability to mix and match any number of combinations of Source-Nexus and audio devices.
• Like a patchbay for applications and connections.
• Compatible with Windows and Mac, including native Apple silicon support.

 

Brain Audio Opens Immersive Audio Post Studio in London

Brain Audio in London has opened a new, immersive audio post facility designed for all aspects of TV, film and immersive audio post production. It features a flagship Dolby Atmos mixing theater and is already up and running. Work so far includes delivering a full score and sound post on the animated Netflix fantasy adventure series Wereworld, directed by Tom Brass at Jellyfish Pictures, and on Steven Eastwood’s latest feature film, The Stimming Pool. Meanwhile, the interactive team is in the midst of delivering full immersive audio and score on a new VR application for Headspace and Meta in conjunction with Nexus Interactive.

Conveniently located in London’s North Greenwich Design District, the studio is 30 minutes from Piccadilly Circus and five Tube stops from London City Airport.

Besides the Dolby Atmos mixing theater, Brain Audio’s new studio includes Dolby Atmos edit suites, Foley stages, a 360-degree spatial audio/interactive/VR /MR/AR production space, high-end voice recording studios, score recording and mixing suites, and ADR and loop group offerings.

The core creative team is headed up by composers and sound designers Tom Haines and Chris Branch (25-plus years as Brains and Hunch) and re-recording mixer Steve Bond. Senior producer Becca Laurence oversees the independent sound facility’s vast output. The Brain Audio family also includes sound designers, instrumentalists, interactive audio programmers, Foley artists and a diverse roster of composers. Clients include Marvel, DreamWorks, Disney, Google, BBC and Channel 4.

“If clients and collaborators aren’t creatively energized when they work with us, we’re not doing our job properly,” Laurence says. “Technical aspects of production should melt into the background, giving headroom and respect to creative freedom on a project. Brain Audio is a lively and vibrant place to be, and our clients love this.”

Co-founder and director Branch says, “Brain Audio has a distinctly hands-on approach to sound and music production — our microphones are always primed. In the studio, it’s essential for us to keep an analog/digital hybrid approach, bringing the real world into all of our soundtracks. This means always going the extra mile on Foley or capturing live elements in a score while maintaining the speed and flexibility of cutting-edge digital workflows. The way we’ve set up our new studios both physically and digitally means we can go from microphone to VR headset in a matter of moments.”

Co-founder and director Haines adds, “Brain Audio is committed to independent filmmaking and art… For us, art and commercial work have a symbiotic relationship — the riskier, cutting-edge artistic practices often nourish our commercial work.”

“We have created a unique environment where composers, sound designers, audio developers and mixers are working side by side, both physically and creatively,” reports Bond. “We can deliver a bespoke package for scripted, non-scripted, animation or immersive projects at the highest creative level through our carefully honed, agile workflows.”

 

 

 

 

 

 

 

Teenage Mutant Ninja Turtles

Mark Mangini on Soundscape for Teenage Mutant Ninja Turtles

By Luke Harper

Dune, Mad Max: Fury Road, Blade Runner 2049 and over 125 more films. Six Oscar nominations and two wins. Educator. Musician. Formosa supervising sound editor/sound designer/re-recording mixer Mark Mangini is pretty much a Renaissance man of audio.

As an audio post pro myself, I enjoyed getting to know the human behind those Oscars and the ridiculously impressive resume.

Mark Mangini

His latest feature is the animated Teenage Mutant Ninja Turtles: Mutant Mayhem, which stars Seth Rogen, John Cena, Jackie Chan and many others. In this version of the Turtles tale, the brothers set out to win the hearts of New Yorkers and be accepted as normal teenagers.

Mangini has worked on many animated projects, starting with The Scooby-Doo/Dynomutt Hour in 1976. “I started developing my chops in the genre and eventually was asked to work on what some call the Golden Age of Disney Animation: Beauty and the Beast, Aladdin and The Lion King.”

I spoke to Mangini about Teenage Mutant Ninja Turtles (TMNT), his process on the film and his philosophy about the work.

Let’s talk about Turtles. How did that process begin?
Director Jeff Rowe and I hit it off and had a pretty clear understanding of what we wanted to do — and maybe, more importantly, what we didn’t want to do.

Jeff pitched the story, some early concept art and some very crude animation. This got me excited because stylistically it felt different, almost impressionistic, which I liked. I hadn’t seen that as a visual form in what we might call “young adult entertainment.” (I hesitate to call it a cartoon.) Thus began a conversation about tone and style.

When you’re approaching a project like TMNT, how do you make choices about tone?
It’s always a discussion. I have been around long enough that the director usually wants to hear original ideas, if I have them. I am lucky at this point to be afforded that luxury because not everyone gets that. And sometimes I don’t even get that. As you can imagine, there are directors who have a very clear vision of exactly what they want, and there might not be room for a second opinion. I’m happy to work on those films as well, but they’re not nearly as gratifying.

So it’s almost always a conversation and a collaboration. We talk about metaconcepts and universe-building first. I steer the conversation toward a sonic aesthetic. By the time I am brought on, the director has conceptualized style, tone, color, lens choice, perspective, etc. All of those concepts can be translated into the sound world. They can be adapted and appropriated to create something that fits what you’re going to be seeing.

I like to start the conversation with, “What do we want this movie to feel like?” and we explore “what if” questions extensively. For example, in Teenage Mutant Ninja Turtles: Mutant Mayhem, we create two distinct worlds. There are two hyperdelineated visual styles, one above ground and one below. Below ground is the safe space. Even though it’s the sewers, it’s the space they know.

Conversely, above ground is a dangerous and unknown place that Splinter [the mutant rat] is quite terrified for the baby turtles to experience. We see all this in the early part of the film. So right there, we have created a sonic restriction or a universe/set of boundaries within which we can work.

Once the guidelines are firmly established, we can start to bend the rules a little bit. When April [the Turtles’ human ally] comes into their lives, it’s a ray of sunshine. She is their connection to the human world. With her we can introduce more friendly sounds as part of her universe and as we get to know her better.

For instance, in Reel 1, when we were outside with April, there was still a sense of a threatening city around them. Sirens, jackhammers, oppressive traffic. But as we move forward in the story, the ambiences start to lighten up and become something different. We can appropriate a narrative structure from the film and apply it to sound and find lovely ways to support and reinforce picture.

Another example would be when I worked on Dune. We sat down to talk about the universe and what it’s like aurally. Denis (Villeneuve) started the conversation saying, “I want Dune to sound like and feel like we dropped a documentary film crew on Arrakis, and everything seen and heard is perceived through that prism/microphone.”

That speaks to a very clear approach sonically, which was very simple to interpret — no electronica, no theremins, no electronic sounds, no boops and beeps.

Everything would start life as an acoustic recording, even if it was meant to morph into something entirely new, like an ornithopter or a worm. The sound needs an acoustic basis. So there was our palette.

I feel like you start and move sonic fads.
I feel no currents because of an early lesson I learned. I wanted to imitate my heroes, the Alan Splets and the Ben Burtts — significant artists in our community when I was just starting. This would have been in the late ‘70s/early ‘80s. The mistake I made was trying to imitate them because that only resulted in a pale imitation of them. I wasn’t speaking with my own sonic voice. So I learned to be as true to myself as possible. I assiduously try to avoid following any kind of sonic trends because it’s anathema to what I know. The answer, for me, lies in the film and in the film’s narrative.

Teenage Mutant Ninja TurtlesEvery film is unique, and I know that when I plug into that narrative, I am going to find a novel approach. Novel not just for me, but for that particular film and for the sound community. It’s not because I am trying to be something else with my approach.

I’m not trying to be hyper-realistic or cliché or tropish or cartoony or any one of a number of adjectives. What I am trying to be is “Dune-ish,” “Blade Runner-ish” and “Mad Max-ish.”

By dedicating myself consciously to that approach, I feel as though I always find a great way to express myself sonically. In so doing, as any artist will tell you, you have hits, misses, wins and fails. Dune happened to be a great film, and Theo Green (sound designer/supervising sound editor) and I made it sound “Dune-ish.” That’s why it’s so good! Because it’s so unique! We didn’t try to be anything else.

That’s a hallmark of pioneers, being intensely brave on their way into the unknown.
Great observation because that was the footnote I wanted to add. It does require a great deal of bravery, and I am not saying that to cover myself with blushes. I know that I can’t succeed unless I take risks and fail often. But I fail less often at 67 than I did at 47 or at 27 because I have learned from the failures. If I don’t accelerate the failure process, I won’t get to the successes. I know it’s a trope, but you just can’t get to success without failure.

One of the reasons Dune and Blade Runner are as good as they are is because Denis encourages experimentation and celebrates the failure with you. He will say things like “Mark, I love the sounds, I see where you are going, but it doesn’t work for this, this and this reason.” Which then sharpens my interpretation of his vision. If I hadn’t tried, we couldn’t have gotten there. Denis always gives us the latitude.

Some projects are a battle of wills and ego, which can shroud or completely hide any specific vision.
Especially when you’re dealing with a team. I am lucky to work with singular filmmakers like Joe Dante and Denis Villeneuve and George Miller precisely because of their singular visions, so I don’t get pulled in too many directions simultaneously.

With Teenage Mutant Ninja Turtles: Mutant Mayhem, Jeff Rowe is one of those voices, a director with a beautifully preconceived vision, and he supported and loved my process of experimentation. When I succeeded, I would get so much love.

As artists, we all have imposter syndrome. We all need way more stroking than normal human beings need, and when you get it, it’s just that much more encouragement to further succeed.

That was the experience of working on Turtles. In the first sound design review session with Jeff and Greg [Levitan], a brilliant film editor, I turned down the lights, played the section, turned up the lights… and they applauded. I got applause! You know how good that feels.

My wife laughs at me because when I start a film on day one, I’m staring up a mountain, and I say to her, “How am I ever gonna climb this?” She laughs and says, “Mark, you’ve said that on every film for decades. You’ll be fine.” Then she gives me a little pat on the head.

The other perspective is that I want to do something good and new and different. That is always frightening. But if you dedicate yourself to that, you can’t fail. I’m not advocating for anxiety though!

What should we look out for while watching TMNT from a sound perspective?
One of the early design aesthetics was no “funny” noises. No cartoonish tonalities, which I have a soft spot for. Ultimately, I couldn’t sneak a single note past Jeff. We were clear that we wouldn’t make that kind of movie. We took the Turtles seriously. We took their heroism seriously. We used a stylistic approach that was, in fact, hyper-real.

Teenage Mutant Ninja TurtlesEverything you hear is a real sound, maybe exaggerated, maybe pumped up a bit with extra layers of sweeteners, maybe a little goosing in the mix to make things feel bigger than they already are. But we never went to the cartoon well. Not to say that I wouldn’t sneak it in just for a laugh during reviews. Listen for things that aren’t there — mirthful sounds, comedic tones. That’s a design choice.

We wanted to make a lot out of the movement; the action; the somersaults and flips and whooshes; the kung fu-style, slo-mo speederamp shots. We spent a lot of time recording new whooshes and swooshes that were very “turtley.” No libraries were relied upon for sourcing those.

I also voiced a character, which I periodically do. They talked early on about this character called Scumbug. I ended up doing the voice for it. I’m also Commander Bashar in Dune and a goofy guy in the crowd in Mad Max. I made Scumbug hilarious and gobbly, kind of like that gobble trombone sound from ‘70s/’80s cartoons.

Are there any movies you watched in the last few decades and thought, “I wish I’d done that one?”
No. The movies that I love, to me, are perfect the way they are. Anything Gary Rydstrom has done, for instance, just knocks me out. It’s akin to the feeling I get after magnificent concerts. When I go to a fantastic concert, like Jeff Beck (RIP) or Tommy Emmanuel, I come home and just want to smash my guitars. I wanna quit; I have a great deal of jealousy. Similarly, I know if I had done a given film instead of the original team, it never would have had the same impact or been as fundamentally right.

Teenage Mutant Ninja TurtlesWhen I see my own movies, I think, ”Oh, if I had only done X.” I am supercritical of my own movies. I wish I could go back to my own works and improve them. I don’t have a single film in my repertoire where I wouldn’t change something upon reflection.

In sound, we kind of get the dregs. There’s never enough time to do bespoke recording, never enough sound design work or enough editing time to do a polish — there’s always something that’s nagging you.

The satisfaction I have in my process is this: I have enough years under my belt to know that the process works. I know that applying myself, even when it turns out to be a mistake, will lead me to the ultimate answer — because I’ve found most answers to my most creative challenges in 47 years. So I will start with a new idea then go back to an old idea with new modifications. I know that process will lead me to success eventually. Whereas early in my career, I looked at that blank page and thought, “I will never get there.” Then you get a form of writer’s block, which feeds on itself through inertia and anxiety, and all of a sudden you have blown a day or a week, and you haven’t accomplished anything. You have to sit down and apply yourself.

Nerd time… any thoughts on any of the new AI plugs?
I have had great experiences with the new AI-based noise reduction tools. Waves Clarity is great. iZotope is tremendous, as is Hush. And then the AI-based voice iteration tools — the services that provide AI voice-generation — can be very good! If you can feed these tools a broad enough range of learning material, they’re superb.

The caveat is legality/morality. I don’t want to be the one who recommends something that’s going to put an actor or voice actor out of work. On Turtles we had a strike conundrum. We needed ADR for a temp mix, and we needed a voice-over that would actually change the plot for test screenings. We could have used those AI tools, but we opted not to go there in support of the actors. We’ve got to be sisters and brothers and honor each other.


Luke Harper has been an audio engineer and instructor of 25 years. He lives Minneapolis, where he owns an Atmos mix facility called DeCoded Audio.

Dean Metherell

Sound Designer/Mixer Dean Metherell Joins Sonic Union

Sonic Union has added sound designer/mixer Dean Metherell to its team. Most recently an audio engineer with TA2 Sound + Music in Toronto, Metherell will be calling New York City his new home base.

Born in Canada but raised in Southern California, Metherell decided at the age of 17 that he had had enough of the good weather in SoCal and returned to his frigid hometown of Toronto. After studying audio engineering both in Toronto and Glasgow, he spent a decade working at some of the top audio post facilities in Canada, engineering on hundreds of ad campaigns, audiobooks, podcasts and TV series.

For Metherell’s first project with Sonic Union, he was tapped to mix the viral “Arnold Intelligence” campaign out of Orchard Creative.

Metherell is very passionate about how music and sound can help elevate storytelling, and he is always looking for an opportunity to curate and edit music in his work. In his free time, Metherell has been involved in community radio, formerly helping run Toronto Radio Project, which was named North America’s best online radio station by Mixcloud. Metherell is also a collage artist whose work has been featured in galleries, print media, album artwork and more, and he is excited to merge these creative realms in New York City.

“Dean is a wonderful combination of being confident in his skills and humble about the work,” says Sonic Union partner Michael Marinelli. “He has experience in everything we do, from podcasts to broadcast, and his sound design chops are stellar. And although he’s just joined us, he’s immensely likable and easygoing, so it feels like he’s been here forever.”

“I was introduced to Sonic Union through TA2 Sound + Music in Toronto, when Mike and I did some patch sessions, and we immediately developed a rapport,” Metherell explains. “When the opportunity came up to move to New York, I was happy to reconnect and meet even more of the team. Among the things that make Sonic Union stand out are the diversity of work and the strong spirit of collaboration and idea exchange that is supported and encouraged.”

 

Sound Lounge: Two Mixers, a Sound Designer and 25 Years

Marshall Grupp

By Marshall Grupp

I can vividly recall the day I visited Tom Jucarone’s studio at East Side Film and Video as if it were yesterday, asking him if he’d be up for creating a unique audio post space unlike any we had seen before. Once he agreed, Peter Holcomb joined the team, and, as the saying goes, the rest is history.

Sound Lounge was born with a clear vision – to establish studios that offered a welcoming ambiance with lots of natural light, high ceilings and top-notch technology. Our belief was simple: We wanted our clients to feel at home while we helped them showcase their stories in the best way possible.

Our paths to this venture were unique. Tom and Peter had years of collaboration on top-tier advertising projects and Super Bowl spots, whereas my journey into 30- and 60-second commercials started after being a sound editor for feature films and TV shows. Our paths serendipitously intersected during a project for a Coke campaign, marking the inception of our collaboration.

From the outset, my partners and I made a point of recognizing and nurturing talent, a key factor in our lasting success. Numerous artists who took their first steps in the industry at Sound Lounge have gone on to become some of the most successful audio mixers in New York City. Reflecting on my 40-plus years in this industry, I have always believed in the importance of versatility as an audio engineer. For example, Pete Crimi, one of our mixers, has demonstrated this by contributing to both Super Bowl commercials and the HBO series How To With John Wilson.

What Sound Lounge looked like in the late ’90s.

Throughout our 25-year journey, I have often reflected on how we evolved from simply mixing commercials to providing extensive audio production services for television series like The Bear and The Crowded Room, as well as movies such as The Place Beyond the Pines, RBG and Theater Camp. It was always my belief that Sound Lounge was meant to handle all things related to sound.

I was determined not to limit us to being seen as solely a facility for commercials.  Over the years, we started new divisions and added services to our portfolio. In 2002, we introduced radio production and a casting division, assisting clients in voice-over talent selection. Drawing from my experience in long-format content, we took another significant step in 2005 by constructing a Dolby-certified theater. Seeking to extend our reach beyond New York City, we created the technology used to establish Sound Lounge Everywhere, a remote studio located in Boston. This technology allowed us to swiftly adapt when the country faced a sudden shutdown on March 13, 2020. Our expertise in remote services enabled us to resume operations almost immediately, which is a testament to our long-standing leadership and adaptability in the field.

Sound Lounge throw-back photo

In our line of work, it’s undeniably a “relationship” business. While possessing the creative and technical chops is crucial for handling the caliber of projects we undertake, it is equally important to recognize that we are entrusted with the creative visions of art directors, copywriters, film editors, directors and showrunners. These individuals invest months of effort into crafting their work, and we embrace opportunities to create and collaborate with them.

At the onset of my career, I wasn’t particularly inclined toward the technical aspects of audio post. My career goes back to the days of Steenbecks, Moviolas, film splicers and 35 mag dub machines. Remember the days of videocassettes and DATs? Fortunately, Sound Lounge had Tom Jucarone at the helm. In addition to being an incredible audio engineer, he is always exploring and staying current with the latest technologies in the audio post world. From the very beginning, we focused on constructing a facility and have consistently invested in upgrades to maintain our position as an industry leader.

Present day

But our journey has not been without its trials, having weathered the real storms of 9/11, the 2008 recession, the impact of Hurricane Sandy, an unexpected steam pipe explosion on 5th Avenue and the multitude of challenges posed by the COVID-19 pandemic.

Finally, a few lessons learned: Employees first! Listen, learn and foster a culture that values your team. Success breeds from the inside out. Take chances! Not every new division or collaboration will be successful, but the majority of the time, the benefits outweigh the risks. You can teach an old dog new tricks.

It has been an incredible journey, and we are eager to embrace what lies ahead. Our primary focus moving forward is to safeguard the legacy we built, ensuring that, in another 25 years and beyond, Sound Lounge will still be serving our industry.


Marshall Grupp has been in audio post production for 45 years, winning many awards for his sound design work in films, television shows and commercials. He is managing partner and COO of Sound Lounge in NYC.