Tag Archives: sound design

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.)

Sunday Ticket

Creating Sounds for NFL Sunday Ticket Super Bowl Spot

Recreating what a flying football player might sound like as a bird when it lets loose with a caw isn’t your usual Super Bowl spot brief… but that was the heart of what Alt_Mix had to do when coming up with the sound design for Migration, the NFL Sunday Ticket ad that ran right before kickoff of Super Bowl LVIII.

Conceived by YouTube Creative Studio and produced by MJZ, the spot shows what happens when football players take to the skies in their annual, end of season migration. YouTube Creative Studio turned to Alt_Mix , a New York-based audio post studio founded by veteran mixer Cory Melious, for the second year in a row to provide complete audio mixing and sound design services for their Super Bowl commercial.

Sunday TicketMigration opens with a birder watcher raising binoculars to his eyes. “Beautiful, isn’t it,” he says softly as an orchestral score from music studio Walker rises in the background and we hear the far-off cawing of the flying gridsters. “Each year they must follow the path of migration, but never fear, they’ll be back,” he says as we see the players swooping in to grab a fish from a lake or alighting gently just outside a cabin.

Alt_Mix handled all aspects of the spot’s final audio, including sound design from the ground up, voiceover recording and mix.

The greatest challenge was figuring out what a football playing “birdman” should sound like. “There was a lot of testing and experimentation in coming up with just the right sound to their calls,” says Melious, who’s something of an amateur birder himself. “The creative team had a really good idea of what they wanted us to achieve, and it was our job to help them articulate that with sound. We did lots of variations, and in the end, we mixed humans making bird sounds with actual bird calls to get just the right pitch and tone.”

The spot features a number of players, such as D’Andre Swift, the running back for the Philadelphia Eagles; Baltimore Ravens tight end Mark Andrews; and Seattle Seahawks wide receiver Tyler Lockett. Also appearing at the end of the spot, watching Sunday Ticket in the cabin scene, are the popular YouTube Creators Deestroying, Pierson Wodzynski and Sean Evans.

There was an interesting interplay between the artists doing the edit (Joint), effects and finishing (Blacksmith) and the soundscape his studio created, Melious adds. “They recognized that the sound had to be strong in order to sell the idea of a football player-sized bird that migrates.

For instance, they were editing the Tyler Lockett scene with no sound on him. “But once they laid the soundtrack on, it became a laugh-out-loud moment,” says Melious. “For the story to work, we needed to connect the details seen in the visuals to make them believable, so we worked really hard to bring those tiny movements alive with sound, like when the tree branch snapped after a player landed on it, or the dust and debris kicked up when they landed by the cabin. It’s all about elevating the viewers’ experience.”

 

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.”

 

Harbor Launches Music Supervision Services for Advertising

Post studio Harbor has launched music supervision services to complement its advertising sound capabilities. Music supervision is the latest addition to Harbor’s list of existing advertising capabilities for live action, VFX, design, creative editorial, voiceover casting, ADR, sound mixing, color grading and finishing.

The service will provide holistic music solutions for clients and will be integrated into Harbor’s existing sound offerings. Music supervision capabilities will include creative search and music direction, original composition, budget planning and management, license negation and clearance, and sonic branding.

Harbor has partnered with award-winning music supervisor and sonic strategist Mike Boris to develop the offering. The company notes that collaborating with highly demanding global brands guides Boris’ diversified approach. His portfolio includes work for many of the world’s top brands, including Mastercard, Coke, Microsoft, Wendy’s, L’Oréal, Bloomingdale’s, Verizon, AT&T, Intel, Ford, Amazon and Nike.

Lauren Boyle, senior producer commercial sound for Harbor, says, “I’m thrilled to be expanding our services at Harbor’s sound department. Adding music supervision and partnering with someone as talented as Mike is the latest addition in our relentless pursuit of bringing all craft disciplines together under one roof to enhance the creative experience. Expanding into the music realm is the next step in our mission to be a one-stop shop for all our clients’ audio needs. Having these disciplines under one roof allows for greater creative control when it comes to integrating music, casting, sound design, edit and mix. It’s not just about adding music; it’s about delivering a complete sound experience.”

Main image: L-R: Harbor’s Steve Perski, Mike Boris and Lauren Boyle

Raphaël Ajuelos

Sound Designer Raphaël Ajuelos Opens LA-Based Music Studio

Sound designer Raphaël Ajuelos has launched a new sound and music studio called Concret Form. Based in Los Angeles and operating globally, the studio works with agencies, directors, editors and brands to craft immersive and vibrant soundscapes for commercial and music video work.

With a focus on offering a boutique and personal approach to its creative projects, all of which Ajuelos will personally oversee, Concret Form’s services include sound design, sound mixing and original music.

Paris-born but LA-based Ajuelos was at NBC’s Saturday Night Live, where over five years he worked alongside artists such as Taylor Swift and Tame Impala and mixed over 50 SNL shorts in his position of audio post engineer and sound mixer.

Ajuelos then transitioned to the world of commercials, kicking off his advertising career by winning The One Club’s Young Guns award. He’s since gotten love from the Clio, ADC, Shots and AICP awards for his independent work on campaigns for Meta, Dior and Vogue.

With a growing team of composers, numbering just under 10 at the moment, Concret Form is also active in the music world and has recently produced original music for Rimowa, Nike and Beyonce’s Ivy Park brand.

Concret Form already boasts a diverse portfolio of clientele, including directors such as rubberband, Fenn O’Meally, Alfred Marroquín, BRTHR, Pantera, J.M. Harper, and Fabien Baron, in addition to production companies like Somesuch, Smuggler and Iconoclast.

In terms of tools, Ajuelos says, “We’re all working with Avid Pro Tools as the main software. Then we work through LucidLink (a cloud-like server), where we all have access to our projects. And finally, we use Frame.io to share and review links, etc.”

“The constantly evolving industry dynamic and renewed value in not only the craft but the creators themselves has provided a real opportunity for creatives like me to forge their own path outside of the bigger companies that used to dominate our industry,” Ajuelos says. “I am committed to developing a studio that remains deeply involved in the creative process, being both personal and collaborative in our approach. What defines Concret Form is our dedication to challenging conventional boundaries in sound and music creation, consistently delivering distinctive auditory experiences that help filmmakers and brands elevate their stories.”

Mark Bartels

Behind the Title: Sound Designer Mark Bartels

Mark Bartels is a senior sound designer and engineer at Bruton Stroube Outpost. Bruton Stroube is a St. Louis-based studio that has been producing national work for over 40 years. Outpost is its post arm, offering editing, motion graphics, color grading, VFX and sound design.

Bartels is a musician at heart who also happens to have a degree in music business. He started as an aspiring jingle writer in Chicago, working his way from intern to tenure at the Chicago Recording Company, where he honed his skills and love for sound design and established a foothold in Hollywood doing ADR work for the feature film industry. Ultimately, he found his way to St. Louis and to Bruton Stroube Outpost. He works out of a fully outfitted Atmos room.

Mark Bartels

Texas Pete

Let’s find out more… 

Talk about your role as a sound designer. What does that entail?
Almost anything related to audio post. It’s a very collaborative discipline that I find very rewarding. I get to execute many facets in the process of an audio track mix, all while working closely with editors, directors and creatives to help bring the audio track to life.

The main list of things I do day to day entails conducting voiceover record sessions; editing and mixing VO/music/sound effects; cleaning up (i.e., removing noise from) on-camera dialogue; creating a final mix for documentaries, features and commercials — now in Dolby Atmos; writing music for projects (when budgets and time allow); and creating unique SFX libraries.

What is your favorite part of sound design?
My favorite part of my job is editing/mixing all of the elements (music/sound effects/VO/dialogue). I get excited on each new project because what I get from the editors here is always gold in terms of a sound design foundation. For me, the fun comes in when I get to edit and mix what they provide — it’s like sculpting the emotional bed to the piece. I like to approach it like each part (music, VO, SFX, etc.) can be the hero, but at different points throughout. One example is dialing in the pacing of the VO in relation to a big music hit, only to leave a moment of air for the SFX to “say something.” It’s about finding the balance in the audio edit and mix and knowing it’s right when you feel the emotional impact… that’s what I love. When I listen to it over and over and still feel that emotional impact, then I know it’s right. That’s what I strive for in everything I work on.

Mark Bartels

Sonic

Editing/writing/embellishing music. It’s the language I know best, and it is the most natural for me to work in. Sometimes that’s the most challenging and exhausting too, in terms of solution-finding. But it’s my favorite.

Do you have a least favorite?
Troubleshooting software and hardware idiosyncrasies — and getting frustrated when bugs creep up and things don’t make sense. That drains me mentally.

Are you a musician as well?
I am a pianist/keyboardist and a much lesser guitarist. Graduating college, I wanted to be an ensemble jazz player, but I quickly figured out that it takes extreme dedication to practice (which I love), but there’s little to no pay in the long run. Plus, I’m not a “performer” by nature. So because there’s no money in being a jazz player and I don’t like to perform, I knew I had to incorporate music into my career some other way.

How did your job evolve, if at all, during COVID?
Prior to COVID, I used to work a lot more directly with clients… like clients would be in the room for VO record sessions and mix sessions. When the pandemic hit, we had to find solutions for doing these workflows remotely while providing the same level of service. So instead of clients coming in to listen to a mix on nice studio monitors or in direct VO record/edit sessions, we found effective ways of performing the same level of service on Zoom.

In addition, instead of VO talent coming into the studio (or going to a professional studio for a Source-Connect remote session), the VO talent ended up investing in their own microphone and home studio setups. So almost exclusively these days, we are recording talent from their own home studios. And many times, I will mix a piece unsupervised and then post it for clients to review on their own systems.

Mark Bartels

National

That said, I think clients still prefer coming into supervised VO records, reviews and mix sessions in person if their schedules allow for it. These days, with COVID changing so much of the professional workflows in general, scheduling that time is much more difficult, so it’s easier to do a Zoom or review a mix remotely.

If you didnt have this job, what would you be doing instead?
Teaching third grade. I love the study of learning and development, especially hard skills. I love kids’ curiosity at this age. And I’m a pretty patient person, so I can deal with kids — at least up to this grade level (laughs). 

How early on did you know this would be your path?
When I was in high school, I remember my mom saying, “You love music, and you love computers. Is there something that you could do that combines both?” That stuck with me.

Also, around that same time, while playing in rock bands was cool, I always knew that I wanted a more supporting role in making music. I had identified audio engineering/producing as a desirable career path at that point, although through the rest of high school and college, I maintained my focus on music and really became consumed in playing/performing.

Salesforce

If you had asked me in college, I would have told you I wanted to be a gigging jazz musician. Anyway, post college, I landed an internship at a big studio in Chicago. My goal was to pursue music production of some sort. I was at Chicago Recording Company, and they had both music studios and post studios. Both of these departments serviced much of the ad work in Chicago (as well as record label work).

At some point, post sort of fell into my lap. After a six-month stint as an intern, I worked my way into an assistant role with a senior sound designer. It was perfect timing — he needed an assistant, and I needed a job! It was very much an apprenticeship-style gig; you had to be on your game all the time and figure stuff out because no one was going to teach you. It was very old-school.

That said, as challenging as it was, it was the best education I could’ve asked for when I look back. Learning to teach myself was the best applicable skill I think any sound designer can learn. Whether they are technical, aesthetic or client-interfacing skillsets, I find that I am always learning new things, and a healthy career in this field depends on that.

What are some recent projects?
I sound designed and mixed a documentary for NHRA, which was pretty rad! And I started a narrative feature that is being mixed in Dolby Atmos, which I’m super-excited about. More to come on that…

Name three pieces (or more) of technology you cant live without.
My faders: For me, mixing is like playing an instrument. Emotion comes from how you play that instrument, and pushing the faders around is working emotion into the mix.

Texas Pete

My piano/keyboard: Obviously, as a musician, I much prefer striking the keys on a keyboard — even for sound effects!

My room: A solid-sounding room is more important than studio monitors, in my opinion. If you have awesome-sounding monitors in a subpar mix room, it’s never going to sound great. If you have a nice mix room (I think of it as an instrument) and adequate-sounding monitors, you have a much greater chance of getting a great-sounding mix.

How do you de-stress from it all?
I have some go-to methods. One is playing music (piano or guitar) or anything that requires a practice discipline. I love to practice — breaking things down, acquiring skills I don’t have. On the physical end, yardwork (he laughs). It’s my outdoor gym and a home chore. My efficient nature tells me I’m getting outdoor exercise and getting shit done. I find it therapeutic, oddly.

Vaudeville Sound Expands to Culver City

Vaudeville Sound Group, an audio design, production and post studio, has opened a recording facility in Culver City. They will be offering immersive audio mixes for everything from episodic to commercial work to podcasts, video games, augmented reality and virtual reality. Vaudeville has maintained a studio in Burbank for several years, which caters more to its lineup of film and TV clients, including Netflix and Warner Bros. Discovery.

Annabelle Dunbar-Whittaker

Annabelle Dunbar-Whittaker has been named executive producer for Vaudeville Culver City. The company also has studios in London and Vancouver.

The new 3,000-square-foot studio space incorporates four rooms: a master control mixing and mastering space with full Dolby Atmos capabilities, a sweetening room and two insert studios for ADR, voiceover and podcasting. The space is accompanied by a large common area and production space, which will be used for a variety of events, including a regular series of immersive audio salons as well as live recording and other industry gatherings.

“We have witnessed an explosion of talent pouring into Culver City in the past five years, and this has occurred as major industry players — including Apple TV+ and Amazon Studios — have opened large facilities within walking distance of our new studio,” reports Mirko Vogel, managing partner and head of immersive development at Vaudeville Sound Canada. “When we launched our immersive audio division last year, we knew that Culver City would be a major part of our overall expansion, and this build-out has only increased our appetite for work in this amazing town.”

Vaudeville Sound established a new department in 2020 that is focused entirely on developing and producing immersive audio. The company has pioneered the use of enhanced ambisonics and native 3D audio for TV and film and has broadened its capabilities for the creation, capture and design of natural and hyper-realistic 3D sounds and for creating synthetic audio for a diverse client base.

Vaudeville Sound has developed an expertise in sound objects, which are speaker-agnostic 360 sound fields that contain all the spatially accurate information that a scene or object contains, giving the user the feeling of being physically present within the asset itself. These 3D sound objects are completely interoperable between sound reproduction environments, including Dolby Atmos, 5.1, Aura-3D, IMAX, HOA as well as traditional stereo and binaural outputs.

 

 

 

Meet the Artist Podcast: Your Honor‘s Audio Post Team

postPerspective, which is currently celebrating its 10th year covering the industry, is proud to announce the launch of our new podcast. Found wherever you get your podcast content — Apple, Spotify, iHeart and more — our Meet the Artist podcast series features creatives not only talking about their recent work, but also sharing their personal journey on making it in the industry.

Our premier episode features our own Randi Altman talking with re-recording mixer/ supervising sound editor Jon Greasley and re-recording mixer/sound designer Dan Gamache of King Soundworks, the audio post team behind Season 2 of Showtime’s Your Honor, which stars Bryan Cranston as a disgraced New Orleans judge. You’ll hear them go into detail about heightening sounds and painting a picture of desperation and intrigue with sound, while also talking about their workflow.

Their goal was, as Gamache says, “to do the writing of the show justice.” Greasley adds that they went for “this richness and fullness and level of detail” when creating the sound of Season 2.

For scenes in the French Quarter, the sounds of Your Honor are often heightened. For example, when Cranston’s character Michael is walking down Bourbon Street and it’s dark and he’s all alone and totally in his head. “We like to play with the dynamic of it,” explains Greasley. “But there are times when we do that and times where we don’t, so it creates more of a juxtaposition of when he’s alone or when he’s in his head. And it offers different levels of detail and different states of isolation when he’s also being surrounded by the hustle and bustle.”

And stay tuned for our next Meet the Artist episode, where we “meet” senior colorist Jill Bogdanowicz from Company 3.

Now take a listen to episode one of our new podcast — Meet the Artist with Jon Greasley and Dan Gamache… here.

Eleven Sound Adds Partner, Opens West LA Location

Mixer and sound designer Jordan Meltzer has officially partnered with Eleven Sound owner Jeff Payne, signaling a new era for the audio post production boutique. This new partnership comes with a new studio and has Payne and Meltzer leaving Eleven’s longtime Santa Monica location to co-purchase a new studio in West LA.

The space and partnership mark a fresh direction for the now 24-year-old audio post business, which offers sound design and mixing along with other audio post services.

Payne and Meltzer envisioned a space that caters to a new way of working in this post-pandemic world. The duo worked with architect Sonja Friedrich on the look. The 3,700-square-foot workspace includes Scandinavian, modern, white oak, custom-built desks by Adam Christgau; white fabric walls; skylights; and natural light throughout the studios and around the facility.

The building hosts three sound studios in total, each equipped with isolated voiceover booths, 7.1 speaker configuration, Avid S3 consoles, Dante audio networking and custom BSS configurations, all running Avid Pro Tools. The technical design and integration of the facility were imagined by Ron Lagerlof and Visioneering Design, a longtime collaborator of Eleven’s.

The partners designed the space to foster in-person collaboration. They conceptualized a studio that looks more like a modern living room where employees and clients want to hang out, rather than a workspace. They chose West LA as their central hub to make travel easier for clients and employees across the increasingly expanding city.

Post-pandemic, both Payne and Meltzer feel that in-person sound sessions yield the strongest collaboration and results, both in sound quality and connection between the mixing team and their agency and brand clients.

“After three years of working from home, I believe our clients are eager for creative, face-to-face interaction, which is much more efficient and satisfying,” says Payne. “By designing a workspace for our clients that is both functional and aesthetically pleasing, we hope to partner with like-minded clients who share the notion that human creativity thrives in a physical environment that is inspiring and comfortable.”

The studio has most recently worked on top advertising projects including Uber Eats’ latest Super Bowl campaign “One Hit For Uber One” starring Sean “P. Diddy” Combs, Cadillac’s “Colors of Emotion” campaign and countless spots and films with Anonymous Content’s The Lab.

Meltzer was nominated for an Emmy in sound design on the HBO series McMillions, and the studio earned two Emmy Awards — one for the Chrysler spot Born of Fire for Wieden+Kennedy and the other for P&G’s “Best Job” campaign.

Creating the Soundscape for Spielberg’s The Fabelmans

By Patrick Birk

Director Steven Spielberg, known for sci-fi epics like E.T. and Jurassic Park, and historical dramas such as Schindler’s List and Saving Private Ryan, has taken an autobiographical turn with The Fabelmans. Co-written with playwright and frequent collaborator Tony Kushner, The Fabelmans is an intimate portrait of the director’s turbulent early years, which he spent developing his craft as a filmmaker.

Gary Rydstrom

When it came to painting the film’s sound, Spielberg once again called on Gary Rydstrom from Skywalker Sound, who had the dual role of supervising sound editor and re-recording mixer on the movie. Fellow supervising sound editor Brian Chumney, also from Skywalker, and re-recording mixer Andy Nelson rounded out the post sound team.

All three sat down with postPerspective to discuss how they developed a soundtrack for this love letter to the cinema.

What story and character elements did Steven Spielberg want you to emphasize for the film?
Gary Rydstrom: I think the movie told us what Steven wanted even more than Steven did. Sammy Fabelman (Gabrielle LaBelle) is essentially a young Steven. His mother, Mitzi (Michelle Williams), is an artistic piano player, and his father, Burt (Paul Dano), is a scientist and an engineer. So the physicality and sound of filmmaking — the sound of splicing, of cameras running, of editing machines, of film going through projectors, of a crowd reacting to a movie — were some of the driving forces. It was really fun to do since it brought back memories of splicing together my own 8mm movies and showing them to my family and friends.

The Fabelmans

Brian Chumney

Another example: The movie starts with the train in The Greatest Show on Earth, and then in Sammy’s mind, his toy train set turns into a massive train. That’s kind of the key to understanding how Steven heard movies, even as a kid.

How did you get the footage from The Greatest Show on Earth to sit?
Brian Chumney: I believe we had the stems from both The Greatest Show on Earth and The Man Who Shot Liberty Valance.

Andy Nelson

Rydstrom: We took the beginning scene from Greatest Show on Earth and added our own sound effects for the train crash — don’t tell (he laughs)! Luckily, everyone who made that movie is no longer with us, so they can’t complain. But it had to be there so the rest of the train scenes worked. We added lots of subharmonic content as well. I was reluctant to do it — I figured you can’t mess with a classic film. But in the end, we did it anyway.

Andy Nelson: The train crash needed to ring for Sammy, so that it would play in his head more effectively later in the film. It was almost like his perspective of that crash. It wasn’t necessarily the original sound from the movie. The fact is that in his head it was almost amplified because of what he was seeing for the first time. That obviously drove him to want to try recreating it with his toy trains.

How did you choose to use the surrounds in the film?
Rydstrom: This film is in 7.1. We used the surrounds sparingly, for things like the projector in the closet, which is a sound I remember well from my youth. A couple of times, when they’re in the city or in line for the theater — the 1950s traffic, cars and transit surround us a little bit. The tornado scene is one of the more action-packed scenes and makes great use of the surrounds. Once the train goes from the standard-gauge Lionel toy train to the real deal, we introduce full-on panning across the surrounds and subwoofer. So, we go from a mono Lionel toy train to full-on 7.1 surround sound.

Was the movie shot on location or on a soundstage?
Chumney: It was a good mix of location and soundstage and [production mixer] Ron Judkins delivered really well-recorded dialogue. I think maybe the most difficult preparation on the dialogue side was the dance at the beginning of the prom sequence because of all the movement — they’re performing kind of quietly. So there was a lot of cleanup and [iZotope] RX-ing to be done there. But that scene was given to us very early on by the picture department, because they had concerns, so we were able to make a version that was like a proof of concept, and we knew it was going to be okay… that we could clean it up.

I know that Ron, early on, was concerned about the dinner scenes because they’re very complicated. Lots of people talking, making sure that the performances overlapped. And I think those all turned out really well, too.

What tools did you use to get the best out of the dialogue?
Chumney: As for tools, in addition to iZotope, I think the secret’s out on Auto-Align Post. On the dialogue side, I used it a lot on The Fabelmans. Being able to use both the lavs and booms and having them in perfect sync has really changed things for us.

Nelson: It really helps tremendously to get a warmer dialogue track. It’s a huge step forward. It’s one of the most essential plugins in my world — I love it.

Rydstrom: I actually hardly use plugins. Down at the Fox stage, I’ll have somebody bring up these old Lexicon 480s — I use analog reverbs. Sometimes, when people use plugins to do sound design, I hear the plugin more than the source sound. The purer the sound is and the less processing used, the more you’ll believe it and the more emotional impact it’ll have. But I’m sure someday they’ll show me the perfect plugin and I’ll go, “Damn! I wish I had had that!”

What about your mixing console?
Nelson: Gary and I are some of the last people in the industry to use traditional mixing consoles. We mixed the film on a Neve digital console — the same way I’ve been mixing movies for many years. And to me, that’s as essential as anything else because it’s a great-sounding console, and we have to mix in real time, of course. You always get more of a performance when you do that, so I think that’s essential. We’ve mixed that way, particularly with Steven, for many years now.

Rydstrom: But on The Fabelmans, we did a combination. I did the premixing in Pro Tools. For the final mix, I sent my premixed Pro Tools session to the Neve Digital Film Console, so I had the best of both worlds. To me, an S6 or a mix-in-the-box kind of approach is more about editing than mixing. So if you want to think like a mixer, I think the DFC allows you to focus on the film and the mixes more than the minutiae of what’s in the Pro Tools session.

I see a lot of bad mixing as the result of working in short sections rather than thinking in long sections. I think by the time you get to the final mix, especially, you should be thinking as much as possible in terms of scenes, if not reels. And sometimes, since you can do so much detailed work in your DAW, you can just crawl through a movie, and you lose perspective really quickly.

Nelson: Particularly when handling music, I’ll often put a reel up and go from front to end without stopping, with just the music. Not in great detail, but to get an overview of how it’s going to flow. And out of that we create the more detailed work. I think you just get a tremendous flow and feel for the reels that way.

The film features a moment when Sammy meets John Ford, who teaches him about the concept of the “horizon rule” for framing a shot. What is the sonic equivalent of the horizon rule?
Chumney: It’s funny. If you think about it, what those shots are doing — and what John Ford is talking about — is creating the most interesting visual representations of those landscapes, right? I feel like, sonically, if you’re supporting the story but also heightening it, then it’s more interesting.

Rydstrom: Well, there are old sayings in post sound, which are: “See a dog, hear a dog” and “Mickey Mousing.” They refer to music that just sits and hits every moment in the action. We use those terms to define bad music and bad sounds. Cut to suburban street, hear a dog, which I’ve probably done many times. So I think that’s the cliché.

Oddly enough, the John Ford scene has an example baked in. Steven requested that we avoid doing it the normal, flat, “middle of the screen” way, which is why he lights his cigar for, I don’t know, about an hour and a half! Steven kept making it louder every time he did an iteration of the mix. If we did the “horizon in the middle of the frame idea” for that sound, it probably would have sounded the way I did it originally, a natural-sounding cigar light.


Patrick Birk is a musician and audio engineer at Silver Sound, a boutique post house. He releases original material under the moniker Carmine Vates. Check out his recently released single, Virginia.

Sound Designer Scott Gershin on Guillermo del Toro’s Pinocchio

Veteran sound designer Scott Gershin has been working in the industry for over three decades, with a resume that includes Star Trek, Kill Bill: Vol. 1 and Vol. 2, Green Lantern and Hellboy II: The Golden Army, among many others.

In December he took home his first Children’s & Family Emmy Award for Netflix’s Maya and the Three, and his latest work on Guillermo del Toro’s Pinocchio has earned him a spot on the Oscar shortlist for “Best Sound.” Gershin has a history with del Toro, previously collaborating with the director on Pacific Rim and Blade II.

Pinocchio

Scott Gershin

This stop-motion version of Pinocchio (which recently won a Golden Globe) reimagines the classic Carlo Collodi tale of the fabled wooden boy and sends Pinocchio on an adventure that transcends worlds and reveals the life-giving power of love. The characters are voiced by Ewan McGregor, David Bradley, Gregory Mann, Cate Blanchett, Tilda Swinton, Finn Wolfhard and Christoph Waltz.

We recently spoke with Gershin about working with del Toro on and off for 30 years, their work on Pinocchio and his love of sound design.

Did Pinocchio differ from some of your other collaborations with del Toro?
I always wanted to work on some of Guillermo’s quieter movies. When we started discussing Pinocchio, we both realized this movie had to be very different than the other ones we had done together. It had to be much more subtle and tasty and really support the nuances of the story and the art…to create lots of detail using a fine brush. It was much more of a detailed audio sculpture rather than just putting sound anywhere.

Were there any sounds you created in the beginning stages of the film that changed a lot as you dove further into the project?
For Pinocchio, I started very early on during the storyboard portion. As I was coming up with different concepts, the sound evolved as the picture evolved. We kept iterating, and as the picture matured, so did the audio.

What are some of the sounds you created, especially for the characters?
The sonic artistry of the show involves when and how a certain sound was used and how the sounds help propel emotion. A lot of the organic sounds, such as wood, initially don’t contain a lot of emotion or ways of supporting the character. What little piece of sound we choose to use in any given moment, how we manipulated those the sounds and how we combined them really helped support all the different kinds of characters within the show. Each character had a number of signature sounds, and each character was made up of a lot of sounds rather than just one.

Pinocchio is made up of different types of woods that we moved and hit together. Wood creaks, metal squeaks and even sounds that weren’t actually wood all combined to create a single sound.  Then we used different elements throughout the show to amplify and support certain emotions.

Volpe has pockets full of coins, and occasionally you’ll hear tap shoes as he becomes very dramatic. Podesta and the priest have opposite sound from each other — one aggressive and the other passive.

All the townspeople and kids are speaking Italian. And the weapons that the kids fire don’t sound like guns, but something else. We tried to make them spring-loaded to confuse what happens in the following scene. Like the art in the show, the sounds are stylized and have their own take on what reality is.

But all those sounds evolved throughout the whole show. The goal is for listeners never to concentrate on the sound design because if they do, that means we are distracting them from connecting with the character. Our job is to create the perfect illusion, which means you fall in love with the different characters, especially Pinocchio.

Creating sound is hard to describe. It’s like carving into wood or stone — it’s all about the nuances and how you do it. It’s difficult to pinpoint a specific sound. It’s much more an expression of detail than it is of big sounds. Big sounds would just take away from the meaning and goal of the show.

Did the fact that the characters were created with stop-motion and not necessarily based on reality give you more leeway in the sounds you were able to create? 
A small fact is that creating a film using stop motion is actually similar to filming live action, except it’s being shot frame by frame. They shot with real cameras, lighting, costume and a makeup department. Sets were built, and they used CG to enhance things like water.

That being said, the show definitely had a stylistic feel. It was strongly based on architectural and clothing styles of the era. Obviously, the characters themselves had a unique creative style. I tried to stay organic to the look and feel of the visuals. While enhancing the sound to have a stylistic flair, I wanted to remain anchored in what you saw. The goal was that the sound had to transcend what you saw and heard… become a new reality.

It was important for the audience to see and feel that Pinocchio was a real character and not a wooden prop. So the goal of all the sounds was to support the emotional arcs that exist throughout each scene and the movie. A major plus was that our dialogue tracks were clean and without production noise. This allowed for more articulation and precision between the dialogue, music and sound effects.

All the frequencies were available, but the only challenge was that there was no place for sounds to hide. Every single sound is heard — every squeak, creak, cloth movement and weight shift by the characters — from Pinocchio to the godly sounds of the spirits and the inside of the dogfish to each bubble pop, dog scratch and distant line of Italian dialogue. It’s all heard.

It was all about making the correct choices for each shot and scene and the overall story arc. Because the show starts with simplicity — mono, like the birth of innocence — and evolves through the spatial complexities of life going full circle, ending life with simplicity and back to mono. All of this was thought out beforehand.

What is the best advice Guillermo has given you?
Not to f**k up. Because Guillermo and I have worked together for such a long time, we have a certain amount of shorthand. Our communication is always with sound and using creativity to help enhance the story. He likes to say we talk the vocabulary of sound and not words.

You have said that even the most minute of noises sometimes took up to three weeks of trial and error to find. Which noises were you referring to?
What makes this show unique is the detail. I love to put detail in my shows, but because this one was built so that there was no way to hide behind other sounds or music, you heard every sound you chose. As the picture, animation and movements evolved, so did the audio to best capture the essence of the scene and of the character. Many times we kept working, like with a sculpture, where you build the face and it looks like a face, but then you start going for every little detail. We added every little bit of sound that we could put in, which had to be balanced with what was happening on-screen, what was happening with music and what was happening with the story. We had to make specific decisions on what exact details we wanted at any given moment.

What scene in Pinocchio was your favorite, soundwise? Why?
I don’t have a favorite scene, but as you look at the film as a whole, it has a very specific sonic arc. One of the things I’m proud of is that there is not one scene that makes the show. The whole show evolves with the characters. It’s about the full story. It’s like asking, “What’s your favorite part of a score?” It’s the beginning, middle and end. It’s a sonic journey that has to be appreciated as a whole rather than living or dying on one scene. It really needs to be played as a full sonic piece because so much changes, and the evolution of sound is an integral part of the design.

Can you talk about the tools you use?
I used so much technology in this show; it’s hard to pick just one. Before I do anything, it has to start with great recording and the right sound. Then I can enhance it and manipulate it and make it into something different.

I can put the sound into Pro Tools, Reaper or Soundminer and use my favorite plugins or plugin chains to enhance, mutilate, mangle and combine it with other sounds, and that turns it into a new sound that better fits into the scene. Like music, it’s about volume, pitch, rhythm, presence, spatiality and/or mangling the harmonic and envelope structure to turn it into something else. Or simply grabbing a mic and using your voice, which I did a lot for Dogfish.

What advice do you have for sound designers just getting started?
Relearn to listen. As we grow, we stop listening. Become an audio photographer and start listening to all the sounds that you are exposed to, whether they be movies, games or just the environments around you. Start getting a mental vocabulary so that if you need to draw upon an experience, you will know what it sounds like.

For example, what does a realistic punch sound like? What does the “Hollywood” version of a punch sound like? Same goes with weapons such as guns. It’s too loud to record and then play back at the same volume, so how do you capture the essence of the weapon that can be played back at a reasonable volume?

Same thing with animals. How do you give animals an emotional sonic vocabulary similar to humans when, in fact, they don’t communicate or make sound in the same way. You have to invent it, and the audience has to be able to believe it.  The same concepts apply to vehicles, aircraft and pretty much everything. Learning to listen is essential because you have to hear it in your head first. If you can’t hear it in your head, you are never going to be able to create it, no matter what tools you have available.

Second, learn your tools and instruments so that when you have a creative idea, your brain will automatically know how to use the tools. And then it’s all about what you hear and how you bring it to life.

Chris Southwell

Behind the Title: Jungle Studios Sound Designer Chris Southwell

Chris Southwell is senior sound designer at London-based music and sound house Jungle Studios. He also holds the role of creative director at sister company The Attic, a sound design studio based on the terrace level of Jungle Studios’ building in London, servicing commercials, showreels, corporate films, social content and more.

Southwell began his career at Jungle as a runner, working his way up to engineer. He then moved to Unit, where he helped to build its audio department, becoming head of audio and working on projects spanning TV, broadcast and long form.

Now at Jungle once again, Southwell aims to keep pushing the company forward, looking at new avenues within the ever-changing sound world.

Let’s talk about what your job entails.
I work on multiple campaigns on a daily basis, ensuring every job is delivered with the same care and detail, however big or small. I also oversee the day-to-day running of Jungle’s new arm, The Attic.

What would surprise people the most about what falls under that title?
As a sound designer for advertising/broadcast, you can cover many roles within the audio field. Sound effects layups, casting and directing VO records, creating music arrangements, dialogue cleanups, ADR, etc. Many of these roles would be carried out by individuals in other areas of audio post. I like to think we’re a one-stop shop of all disciplines.

What’s your favorite part of the job?
No campaign or job is ever the same. You can be repairing and redesigning sound for a film within a promo in the morning, then managing a VO record with lots of script variations and edits in the afternoon. It’s the high-pressured environment that keeps you on your toes — I love it!

Jungle

Talksport

What your least favorite?
Poorly recorded dialogue from locations. It’s not always possible to clean up these aspects, and sometimes we’re not able to re-record actors. I always try to do as much clean-up as possible, but some audio is unsalvageable. It can really impact the final deliverable.

What is your most productive time of the day?
Not sure I have one, due to the nature of the job. Each day is different, and you never know what’s going to be thrown your way next.

How did the COVID shutdown affect the way your studio has been working?
For an audio facility, it was a steep learning curve to carry on working to the same level we achieve within the studio. We can work on a wide array of jobs within a day that require a quick turnaround. Systems were put in place prior to the lockdown to replicate the same working environment to deliver jobs.

Also, we gave advice to those doing voiceover recordings from home setups. We invested in sound proofing and equipment to replicate studio conditions. It was impressive how people came together and helped one another.

Do you see some of these workflow changes remaining with us going forward?
These systems have stayed in place and changed the landscape of the industry forever. It gives employees, clients, etc. the flexibility to work remotely or within the studio.

However, it’s always nice to work with people in person. It’s the best part of what we do, to be able to collaborate and bounce ideas. It’s when the magic happens.

If you didn’t have this job, what would you be doing instead?
I would be a chef or making food in some way, shape or form. It’s my other passion in life.

Chris Southwell

Specsavers

Why did you choose this profession?
I was lucky enough to get a work experience placement at Jungle while in university. I spent two weeks running here and fell in love with it straight away. The buzz of the industry, I still love it. I haven’t looked back.

Can you name some recent projects you have worked on?

  • A Talksport TV campaign for Pulse Creative involving football keepie uppies around the office. There was a nice use of Foley within this film.
  • One of Specsavers latest campaigns and the relaunch of “Should’ve gone to Specsavers” celebrating 20 years of the famous slogan.
  • A short film for Kinosy Films called Incubus, currently playing at many horror film festivals around the world and picking up multiple awards. 

Name three pieces of technology you can’t live without.
My Sony MDR noise-cancelling headphones. They are they’re awesome. The audio plugins iZotope RX 10 Advanced and Soundtoys 5. I use them all the time for sound restoration and sound design.

What social media channels do you follow?
I use LinkedIn to keep updated with all things work-related, and Instagram for my social life. However, I need to get better at posting pics.

What do you do to de-stress from it all?
Cooking and being with my family. They keep me grounded and provide a release from daily stresses.

Finally, would you have done anything different along your path? Any tips for others who are just starting out?
I genuinely wouldn’t change anything. There have been many ups and downs throughout my career so far, but there have also been important learning curves.

I would say to anyone starting out: Work hard, always have passion and always treat others the way you’d like to be treated yourself. You will have good and bad times — keep focused and don’t let your standards slip.

I read a quote years ago: “Life is a marathon and not a sprint.” This has stuck with me, and it’s so true.

Weird

Post Sound for Weird: The Al Yankovic Story

Weird

Anthony Vanchure

Anthony Vanchure and Michael James Gallagher work well together. So well, in fact, that the pair earned an Outstanding Sound Editing Emmy nomination for their combined work on the doc Lucy and Desi.

They teamed again recently, this time for the Roku biopic Weird: The Al Yankovic Story, which is a fictionalized version of the parody singer’s life starring Daniel Radcliffe. Supervising sound editor Vanchure and sound designer/sound editor Gallagher worked  out of the Formosa Group.

How did you get involved with Weird: The Al Yankovic Story?
Anthony Vanchure: I work with Formosa Group, and Weird was brought up on a sales call. I knew we had to do it. I grew up loving Weird Al; UHF was a favorite of mine growing up. I dressed as him for Halloween years ago, and we sent of picture of me in costume to the producers and director. That picture helped get me a meeting with director Eric Appel and editor Jamie Kennedy! We hit it off and really agreed on what the sound for the film should be. I got the call a few days later that they wanted me on as supervisor.

Weird

Michael James Gallagher

Michael James Gallagher: I had already seen the Weird teaser trailer. I remember thinking, “Man, I’d love to work on this.” It’s an intersection of my childhood watching Weird Al and all of my comedy influences.

Can you walk us through the needs of the project?
Gallagher: Weird has all the ingredients of a classic biopic, but because it’s a parody, it has a variety of other genres thrown in the mix. On top of all the musical needs of the project, there are also a ton of cinematic moments in various styles that had to be covered.

When we started the job, my first thought was about how the comedy was going to play aurally. Eric, the director, mentioned the word “earnest” more than once when describing the feel of the film. So even though I grew up watching Weird Al videos like Fat, which are full of sound effects right out of Looney Tunes or The Three Stooges, we played the comedic sound in this film pretty straight. There’s no shortage of cinematic moments, though, so there was still plenty of room to play it huge and heightened.

There are some really fantastic set pieces, and Eric was super-supportive of all the bold ideas we were bringing forward. Once our work was done, our re-recording mixer, Tony Solis, helped bring all these moments to the next level. (In fact, Solis was nominated for his fourth Emmy for his work on the show.)

What were some of those ideas you mention?
One of Madonna’s sound signatures in the film is the intermittent pops of her bubble gum. There is a particular moment when Weird Al is heavily under the influence of alcohol, and she hands him his car keys. Very pleased with her dubious plan, she blows a bubble, which I was then able to accompany with maybe the biggest bubble gum pop ever heard in cinema. This explosive, sudden sound has a long tail that ominously leads the audience into Weird Al’s lowest point in the film.

This was a completely new idea for Eric Appel, and it just immediately clicked with him and everyone on the mix stage. It was one of those adds that completely changed the vibe of that moment, but Eric was always open to these types of ideas.

Another moment is in the pivotal LSD trip scene, when Weird Al gets his inspiration to write “Eat It.” Dr. Demento, as Weird Al’s muse, magically taps his spoon twice on the cereal bowl as he recites what would become the lyrics to the song. I had the idea to add the actual opening notes of “Beat It” to each spoon tap as if Weird Al was forming the pieces to the song in his head. I love ideas like that; they are ear candy but also make perfect sense storywise.

I had the musical score for my final week of sound design, so I was also able to seamlessly integrate the notes into the score. The first time Eric heard this idea was definitely a memorable moment during the mix. He looked blown away that we were able to accomplish that moment. I could also tell Eric that I didn’t actually sample Michael Jackson’s song “Beat It” — and that the notes were just pulled directly off of a patch from the Synclavier II.

People might be surprised by all the action scenes involving guns that crop up toward the end of the film. I wanted the sound of the guns to be shocking and nothing like how you would think guns might sound in a Weird Al biopic. My inspiration was the massive gunshots that happen in Michael Mann movies like Heat and Collateral. I love their memorable, raw power. Again, Eric was unfazed by the bold choice. One day he walked onto the mix stage during a particularly loud scene and validated my direction: “Wow, those guns sound badass.”

What were some of the interesting or unique challenges you faced on the project?
Gallagher: I was editing crowd sounds for one of the big performances in the film, and there was a section where we needed a crowd enthusiastically yelling “no,” which was impossible for me to find anywhere. It also needed to be a stadium full of people, so I couldn’t just corral some colleagues together and record it.

Weird Al happened to be on tour when we were working on the film. He was with us every day virtually, and we still had a hole where those no’s should have been. One day Anthony off-handedly mentioned to Al, “Maybe you can record your crowd chanting tonight?” Al had an incredibly enthusiastic response, and we were all thrilled when he agreed to it. The next day we got these fantastic stereo, 96K recordings from Al and dropped them straight into the movie. The story of Al recording the crowd even made the local news in Lincoln, Nebraska.

There are a lot of big sound moments in the film, but one of the most challenging was pretty unexpected. There’s a moment when Dr. Demento squeezes his bicycle horn extremely slowly, and it needed to feel sad. The problem is that when you squeeze a bicycle horn slowly, it makes no sound at all. My first attempt was a cartoony slide whistle that was immediately rejected. We then started looking at actual horns, like trumpets, trombones and even vuvuzelas, but nothing was working for Al.

We ended up going back to the original idea that film editor Jamie Kennedy used during the offline edit, which was a dog toy. I took that idea and finally came up with some finished versions. It was pretty funny because once Al approved one of my finished dog-toy sounds, everyone on the mix stage applauded. That was an extremely unexpected and rewarding challenge.

Vanchure: Mike already mentioned our big crowd challenge, but another fun/interesting crowd scene is the one in the biker bar when Al first plays, “I Love Rocky Road.” We needed the sounds of people singing along to the song. I was having a BBQ for my birthday with Mike and a bunch of my friends. We wrangled everyone together in my garage and had everyone sing along to the song. We used a quick mic setup and did a few run-throughs of the song. Everyone was laughing and having a great time; it helped the scene so much.

Another fun challenge was for the action sequence in the diner. Mike cut an amazing set of fight sounds for the sequence. But we still needed great fight vocal efforts. Luckily, when Daniel Radcliffe came in for an ADR session, we were able to record him for that sequence. He was so much fun to record with, and he ad-libbed a great line during the fight. The director and I immediately knew we were going to use it. It made a great scene even better.

What gear did you use?
Gallagher: I love my pistol-grip-mounted Sennheiser 416 shotgun mic that always sits on my desk. I’m always recording stuff around my studio to use in projects. I also love re-recording/worldizing effects with it. If a sound effect is too staticky or pokey, I just play it over the speaker and move the mic around a little bit, and it usually sits in the scene better.

Pro Sound Effects libraries are such massive timesavers. The Odyssey Complete Library from Mark Mangini and Richard Anderson has saved me so many times. I love all their stuff.

I love plugins from Soundtoys, Tonsturm, Boom Library. Boom Library has a great plugin called Uberloud that makes it easy to reinvigorate dull sound effects. I’ve also been using Sound Particles Brightness Panner and Energy Panner plugins to add interesting movement to stereo recordings, which has been another great way to add more interest to static sound effects.

Vanchure: I love using iZotope RX. Such an amazing set of tools that helps our dialogue editing process. Waves’ Clarity Pro is another great tool to use. Another plugin we used frequently was Pitch ‘n Time Pro.

Tell us a bit about your background
Gallagher: Like many sound designers, I have a very musical background. I grew up in Baton Rouge, Louisiana, listening to bands like Nine Inch Nails, which is appropriate since Trent Reznor has gone on to become an Oscar-winning film composer.

One of my first real jobs was as a recording engineer. I was simultaneously doing that while playing in an ‘80s cover band called Werewolf. In that cover band, we would make crazy videos, and it was making those videos that really solidified my love for post and sound design. I moved to New York for a year but was only getting jobs in theater, and I knew my love was film. I moved to LA in 2009 and met Anthony that year at a Channel 101 screening, and we’ve been friends and colleagues ever since.

Vanchure: I grew up in a military family and lived all over the United States. Moving every few years, I really connected with music and movies. While playing guitar as a teenager, I taught myself recording techniques and developed a love for audio. In college, I studied recording and mixing as well as film. I took a course on sound for film and was hooked. After graduation, I moved to Los Angeles to pursue a career in audio post. I got my start at Pop Sound as a vault clerk and moved my way up to the assistant editor. Eventually, I started supervising projects.

Behind the Title: Sonic Union Mixer/Sound Designer Rob DiFondi

Rob DiFondi is a mixer and sound designer at New York City-based audio post studio Sonic Union. They not only offer recording/mixing and sound design but also VO casting, sonic branding, podcast production, original composition, stock music and music licensing services.

DiFondi (aka Rob D.), who has been providing audio post for commercials for over 20 years, has worked on such brands as M&M’s, Calvin Klein, Volkswagen and the NBA.

Let’s find out more about DiFondi…

Can you talk about your job of sound design and mixing for spots?
While I’m mixing and sound designing for TV and radio commercials, in the long-format world I’d be known as a re-recording mixer. There are usually dialogue, music and sound effects editors, a sound designer and even a Foley artist in the motion picture industry. In the TV commercial world, we have to do all those jobs and more, so it can sometimes be daunting, but it also allows you to hone expertise in all those areas.

Credit Karma

For instance, we frequently get a 60-second music track from a composer, and it will be up to us to find creative ways to cut that track down to 30, 15 and nowadays the dreaded 6 seconds. Sometimes we’ll get a full track from a famous artist that the client just dropped $500,000 on. It plops into our laps, and it’s up to us to make that investment pay off (laughs).

We also help our producers with bids, so we see spots in the storyboard stage and give an estimate of how long we think it might take to record, sound design and mix the campaign.

What would surprise people about what that job also includes?
Since we’re usually the last step in the finishing process, we enter at the stage where the agency team has seen the project possibly hundreds of times. We come in as a fresh set of eyes and ears and can provide perspective that they might now be too close to see.

What is your favorite part of sound design? Can you talk about your process? How do you begin on a project?
I’ve really grown to love sound design over the years and the amazing owners of Sonic Union have really made it possible for me to take my sound design to the next level by providing me with tools that I’ve never had access to, like Falcon from UVI or Omnisphere from Spectrasonics.

These programs have an infinite number of ways to create and manipulate sounds, and I’m just starting to get my feet wet and I love it. I will sometimes just sit with a program in my free time to mess around, and I’ll look up, and it’s past dinnertime.

I also really love to do Foley work, and working from home has been hilarious because your house is basically a giant Foley closet. There are so many things that have come in handy — from my power tools to cornhole boards to household appliances.

As far as my process and how I begin, I always love to meet with the creatives first to hear their ideas and pick their brains. I also try to get my hands on the visual as early as possible so I can watch it and let it sit in my mind for a few days or even weeks. I always find it easier to formulate a plan of attack and good starting points before I jump in.

I also like to see if the editor has taken an initial approach to sound design in the rough cut. I trust their instincts and want to help build on what they’ve already established. Plus, they have been in the editing trenches with the creative team and have a great grasp of the overall direction.

Microsoft

Are you a musician as well?
I sure am. I’ve been playing the drums since I was in fourth grade, and I’m currently in a cover band with my fellow Sonic Union mixer and longtime friend Paul Weiss. We’re called The Brothers McMuffin. I play a little guitar too!

What are some of your favorite parts of the job?
I really love the quick turnaround in post. You get to work on a huge variety of projects and see them all come to life on-air pretty soon after you work on them, and that’s super gratifying. I also love helping people get to the finish line on projects that they have sometimes been working on for months. Music editing is also something I like to be challenged by. There’s something so satisfying about reworking a track to get it in sync just right with an edit.

I truly love working in this amazing and surprisingly tiny industry that has a global reach.

Some of my clients have been friends of mine since we were in our early 20s hitting up every ad party we could get in to. And now we have families; some own their own facilities; some are CCOs, EPs, heads of production, executive creative directors. It’s such a great feeling watching people you’ve known for over 20 years achieve great success.

Do you have a least favorite?
Well, your work can haunt you to a degree, and there’s always a tinge of fear when a spot comes on the air that you mixed. You hope that it sounds as good on TV as it did in your studio, and of course it usually does.

How did your job change, if at all, during COVID?
We’re one of the industries where COVID actually changed our lives for the better in the sense that we were all forced into getting a home studio setup. When you’re at the level we’re at, most people never had a home studio because you had everything you needed at your facility. That was tough because when you left for the day and commuted home, you were completely cut off. So if a client had a late night emergency and you were at home, well, it had to wait. Now that’s not an issue.

Sonic Union

There’s a nice comfort in the idea that your work is literally steps away, God forbid something comes up. Also, I’ve been commuting from Long Island my whole career, and it’s been amazing to have that time back. I shudder to think of the hours spent on the LIRR, though I will say that after being home for over two years now, it’s been really awesome to get back in the studio. There’s no replacement for the instant feedback when clients are right there with you, hearing the same thing you are in the same listening environment while gorging on candy. So it’s going to be awesome to now have the ability to work from home when you can and be in-person when clients need it (or if you simply just want to get out of the house). It was amazing to be at the AICP gala this year and hugging all of my friends too. Glad the ad parties are back.

If you didn’t have this job, what would you be doing instead?
I love aviation and think it would’ve been so cool to be a commercial pilot.

How did you choose this profession? 
I was in a metal band in high school, and we recorded an album at a local studio in Utica, New York. It was the coolest thing, and that’s when the bug first bit me. Then the documentary A Year and a Half in The Life of Metallica came out, and that solidified it for me. At the time, it was on two VHS tapes, and the entire first tape was about them making “The Black Album” in the studio. I remember being completely amazed at how cool it was to make a record, and I felt like I had to get into that world.

One of the guys in my band discovered the sound recording technology program at S.U.N.Y. Fredonia. He was a couple years older than me, so he went first and loved it. At that point there was no other path I was going to take.

What are some recent projects you’ve worked on?
I’ve been very lucky to have worked on some great projects for the NBA playoffs, HubSpot, Auto Trader, Volkswagen, Microban and The Home Depot.

NBA playoffs

Can you talk about one that was most challenging and why?
I’d have to say the spots for the NBA were pretty intense mix-wise because there were multiple shoot locations with dialog that sounded different from place to place. That was coupled with lots of sound design and big music tracks, so it took a lot of work to get it all in the zone.

Name three pieces (or more) of technology you can’t live without.
Number one is Avid Pro Tools. If you sat me in front of Logic, I’d be completely lost!

Second is all of the iZotope plugins. I use their noise reduction almost daily because production audio can sometimes be… rough. (Hey, let’s film a dialog commercial on the tarmac at JFK.)

Third would be all of my sound design instruments. Having tools that let you make sounds from scratch instantly without having to scan the SFX library is amazing.

This will sound so basic, but I also can’t live without my trusty Kensington four-button trackball mouse. I had one go bad on me recently and had to switch to a regular mouse for a day and it was a disaster. I was lost without my shortcuts mapped to all the buttons!

How do you de-stress from it all?
Spending time with my wife and three kids. Oh wait, three kids are pretty stressful (laughs)! I love watching them play their various sports, and I’m incredibly proud of them and the amazing people they’re becoming. My daughter has one year before she’s off to college so we’re trying to absorb as much of her being home as we can. I also love jamming with my band and doing projects around the house.

Emmy-Nominated Sound Team on What We Do in the Shadows

By Luke Harper

The series What We Do in the Shadows, now in its fourth season, has had a long journey to its current home on FX. In the early 2000s, Taika Waititi and Jermaine Clement had an idea for a funny short film called What We Do in the Shadows: Interviews With Some Vampires. Jump to 2012, and a very successful Kickstarter campaign led to a What We Do in the Shadows feature film. Jump once more to 2018, when FX picked up the pilot for the series, directed by Waititi, and ordered 10 more.

What We Do

Steffan Falesitch

In case you haven’t seen it, the show — which picked up seven 2022 Emmy nominations — is a Staten Island-set documentary-style comedy about vampires, roommates, cults of character and sort of…well…the supernatural, generally.

LA’s Formosa Group has been tasked with the show’s post sound, and I recently sat down with supervising sound editor Steffan Falesitch and re-recording mixers Diego Gat and Sam Ejnes — all Emmy-nominated for their work this year. Since the series is shot in a documentary style, the team was tasked with keeping the audio sounding as if it were captured during the interviews.

What We Do

Sam Ejnes

“We originally went really big for the pilot and tried a lot of cool stuff and huge things, but then Taika came in and dialed that back quite a bit,” explains Ejnes. “We had to concentrate more on that ‘captured sound.’ Everything is through the microphone that we see on-camera, so that was our starting point.”

The team then worked with Clement, who would “periodically let us do things as if the documentary crew had planned something bigger,” continues Ejnes. “As with any project of this nature, you have to have those first few feedback meetings to find the proper balance. It’s supernatural, but it is a captured sound documentary.”

What We Do

Diego Gat

Let’s find out more…

Can you talk more about the challenges of keeping it “real”?
Sam Ejnes: Every character is mic’d, but if people just walk in on-screen, we play it like they’re just coming through the boom. We push and pull a little. You have to find the right balance between reality and quality. Clean dialogue is crucial, of course. In Season 1, there are some microphone bumps and things of that nature that are story-based. And we’ve kept that up throughout to add to the realism/doc feel. Steffan made this lovely little sweetening file that we use constantly. It’s the sauce we keep putting in the show. Finding the humor in the dichotomy of size has been an ongoing process.

Do you have to restrain yourselves from just going huge and supernatural?
Ejnes: We do. It’s the fourth season, and we are all very comfortable with the aesthetic, so we have ways of being clever about it. Playing with expectations, audible irony, that sort of thing. The bat transitions are a good example. We started big, but now they are these exquisitely tailored “fwumps” that communicate just the correct amount of magic and power. Each character has its own subtly different version. We tell the story through a simple sound.

The SFX editor, Dave Barbee, is really good at giving me just exactly the sounds I need every time. He’s really nailed it for four seasons now, and I am really glad to have him with us.

New supernatural characters must be a lot of fun to design, and the wraiths have been a highlight this season. What is your approach for the sound design?
Steffan Falesitch: Well, I ran with that a little. Each wraith is two people whispering. We have loop-group recordings that I edit to sort of overlap. There are some extreme challenges to characters like this. For instance, I had to create a scenario where the whispers were loud enough to deafen the characters. How do you hurt ears with whispers?

Can you describe your style, Steffan?What We Do
Falesitch: It’s an interesting thing to try to put into words. Recently, I was having some remodeling work done on my house, and I asked the architect what his style was. He said he didn’t have one. His style was whatever I wanted it to be. That’s what my position is. I’m a transparent mediator.

That said, dialogue is king. If you have good dialogue, you are 70% of the way to success.

I wonder if that particular priority is based on your extensive 30-year career of high-level dialogue editing, starting with the Dragnet remake in 1989?
Falesitch: Yes. I try to make sure every line is recorded properly, and I regularly communicate with the dialogue editor. I use iZotope extensively and try to keep current on all the available denoising software. Dialogue is still where I start. Every show has dialogue, so my skill set focus stays nicely relevant.

Diego, you use denoisers on the show as well, yes?
Diego Gat: I am a big fan of Cedar, but Waves Clarity does an exceptional job as well. The only drawback is the processing load. You can realistically only have very few instances running simultaneously. The heavy lifting of dialogue cleaning has been done in editorial, obviously, but I still have occasion to get in there. Editorial does the heavy-lift pass that decides whether ADR is necessary. I refine and shape. iZotope RX is the go-to for that and for granular surgery.

Ok, getting back into the workflow, what kind of time frame do you have per episode?
Gat: The pandemic has had an interesting effect on workflows. Now we receive five or six edit-locked episodes and have about two months to complete them. We do our first-pass mix in one day.

What’s the process like for this show?
Gat: We start early on day one watching the Avid mix to get a feel for how it looks and what they are looking for. We don’t have the time to do everything we want, so we have to prioritize. We can plan which scenes we want to take more time with. At the end of day one, we have a mix and send that out for review. We receive notes on the morning of day two and combine them with our own from playback, and then we fix those by lunch.

After lunch, showrunner Paul Simms, the editors and the producers view and make notes, then we spend the rest of the day tweaking for those. We send out a final by 7pm on day two.

Is there a lot of ADR in this show?
Falesitch: There’s not much at all, and even then, only for story points. That’s partly due to the quality of technical and crew — they are superb — and partly because it’s a doc-style show; periodic imperfection is par for course in that genre.

What We Do In fact, we will even play up poor dialogue every now and then by mixing as if the actors don’t have radio mics because they just walked into the room or whatever. Or, during hugs, we will add muffle and play up the cloth. I then apologize to the production sound mixer.

What’s the go-to reverb for you guys?
Gat: Stratus. We love it and use it on everything.

That’s very clever — and a phenomenal way to leverage an aesthetic.
Falesitch: There’s a fine line between rushing, settling and just leaving certain things alone because an actual documentary wouldn’t be as precious and precise as we are capable of being with the talent and facilities on hand. Maintaining a particular audio vibe is critical.

Can we talk about the music? Quite the coup getting Mark Mothersbaugh.
Ejnes: Right? That’s Jermaine and Paul Simms making those choices! Documentary scores are challenging to emulate because they don’t tend to have dedicated composers but instead rely on various licensed pieces from whomever can be sourced.

Gat: The genius of Mark Mothersbaugh is how eclectic his palette is in terms of available instruments and timbres and actual stylistic choices. He also knows masters of the most rare and amazing instruments.

You might notice subtle nationalistic references within the music and sound design to match plot or characters specifically. Nandor (Kayvan Novak) might have Middle Eastern tones and cues, whereas Nadja (Natasia Demetriou) would have hints of Greek in hers. And, of course, show tunes for Colin (Mark Proksch). Very rarely are the cues trying to call any kind of attention to themselves, but the strength and consistency they bring to the show are undeniable.

Before I let you go, I’d love to hear about the path your careers took.
Falesitch: I was working as a dialogue editor at Modern Sound back in the day, when you had to be at a studio somewhere because the equipment was so heavy, so you were surrounded with people. The same building housed edit and mix, and you were working simultaneously. The sound supervisor was there, and at the end of the day, you’d screen for them and absorb all of that feedback. So for me it was an apprenticeship.

This was during my Star Trek days, and the people were amazing. I’m still in contact with them and learned a lot from them. I consider it an apprenticeship. It’s why I am training Aaron Diecker, and trying to pass along what I learned. In our industry, that form of learning is very important.

Ejnes: I went to Emerson College in Boston and then did my final semester in LA. I was an intern at a little studio and then became an engineer there. I spent all the time I could learning everything — sitting in on sessions, assisting any way I could. I taught Pro Tools workshops as well, so I had a baseline experience, but actually getting hands-on with the shows was the biggest thing.

I eventually started getting offers for outside work from different friends, producers and directors, so I left that studio job and started mixing, designing, working on-set, working on video dialogue… that sort of thing. During that time I was reaching out to people on the web through things like forums and Twitter and eventually got myself onto the big stages. I got to Todd-AO and watched someone mix an M&E, for instance. I asked them questions while they were doing reel changes.

Eventually a friend gave me a tip about a mix tech position at Todd-AO. That job was like grad school. Being a mix tech for broadcast is one of the best ways to learn how people work, how shows operate, how a stage runs, how a studio’s going, etc. I would be first in, set up the stage and watch the mixers come in and hit play and mix. I would be present to fix tech issues, and then at the end of the day, I would wrap everything up.

I got hired right before they closed but was able to follow a show over to Formosa Group. They brought me in, and I got to work on features and learned how that process works. Eventually I graduated into a mix chair. So being able to observe and ask questions while being in the biggest and best studios got me to where I am now.

Gat: I actually had a mentor. I started doing sound for live theater in Argentina, where I am from. I was a lighting director back then, and the guy next to me had more knobs and faders, so I needed to get in on that. He taught me a few things, and we developed a great friendship. At the same time, I was starting film school at the University of Buenos Aires. I gravitated toward sound in film. One day a studio needed a mixer. I had no experience, but I went for it; I threw myself in and mixed features — 140 by the time I moved to LA in 2016.

I got to work with the best sound supervisors in Argentina! José Luis Díaz became a close friend, a mentor and, eventually, my business partner. He had won many Argentinian Academy Awards for sound, so he was an excellent teacher. We mixed 26 features together.


Luke Harper is an audio engineer and instructor of 25 years living in Minneapolis. He owns an Atmos mix facility, called DeCoded Audio.

 

 

 

Rainbow

Ted Lasso’s Sound Team: Collaboration, Beard and a Rainbow

For its two seasons, Apple TV+’s Ted Lasso has been the feel-good show we all needed, as well as an Emmy favorite. This year should be no different, with the show garnering 20 nominations, including ones for sound mixing and sound editing.

We reached out to re-recording mixers Ryan Kennedy and Sean Byrne, who were nominated for their work on Episode 205, “Rainbow,” and co-supervising sound editors Brent Findley and Bernard Weiser about Episode 209, “Beard After Hours,” which was also recognized. The group, which worked out of Warner Bros. Dub Stage 7, have all been on the show since its inception and are all about to start working on Season 3.

Brent Findley

With the success of Ted Lasso, have you stayed the course or made some changes along the way in your approach to the show?
Brent Findley: As the storytelling style of the show evolves, our approach evolves along with it. Season 1 introduced the characters and locations and the heart of the show with levity.  While Season 2 continued with the comedy, it also had a veil of seriousness. The journeys of the characters became more internal and more intimate. The soundscape followed that.

There were more moments of suspending literal environments and sound effects to make way for the emotions of the story. While our physical environments might look the same, we chose elements and mix techniques that allow the audience to focus on the heart of the story during our actors’ strong performances. I would say Season 2 is less literal than Season 1 in regard to the soundscape. We pull out an impressionistic brush more often.

Bernard Weiser

Bernard Weiser: Adding to Brent’s answer, Season 2 became more intimate with the characters. Season 1 was broader with the ensemble cast, and the dialogue challenge was to track the storyline clearly among the craziness of the group.

Season 2 needed to capture the intimacy within, and the dialogue track needed to reflect that through the mic choices and the detail while protecting each performance within the production. This really is not a different approach, but as Brent said, an evolution of the storyline, which we follow and match with plenty of “barbeque sauce.”

Ryan Kennedy: Each season I feel like I grow a lot as a mixer. I am often approached with new experiences on this show, and my line of attack is different every time. I have my bag of tricks that I lean on, but I find with this show in particular that I like to reevaluate what I used to know and try viewpoints that are different from the way I normally engage with the scenes.

Ryan Kennedy

Sean Byrne: A lot is the same for continuity — same reverbs, same background sounds, etc. In your mind, I’ll bet you can hear what Disneyland sounds like on Main Street — the train bell, excited kids, popcorn, turnstiles, distant coasters. It has a character, and so do the scenes in Ted Lasso. What tends to change is when we want to make a point that supports the story. There, we get to pull out all the tricks we know to put the listener into a sonic fantasyland.

What made you pick the episode you submitted? What about it did you feel was worthy of a closer look?
Byrne: The “Rainbow” episode was a very tricky mix. We are traveling from a quiet studio to the stadium, following Roy Kent through the maze of the city. All while being scored by The Rolling Stones song “Rainbow.”

Getting everything to cut through that song — dialogue, crowds, cab rides, bone pops, sound design and so on — was no easy feat. It’s a full-range song at a high volume. It didn’t leave a lot of room for detail, yet we had to make room without the listener hearing wild fader moves or EQ. We really strived to have the listener take the emotional and sonic journey with Roy. Feel everything he’s feeling.

Sean Byrne

Kennedy: I love the heart of this episode, “Rainbow.” The depth and complexity of the message as it involves sound is integral to the message of the show.

Findley: Episode 209, “Beard After Hours” is an enigma. It’s literally a bonus episode that is a side trip from the primary arc of the series. Every few minutes, Beard finds himself in a different place with a different challenge. From a sound editing angle, it meant that every few minutes required completely new environments and effects. The only constants were his iPhone and his apartment keys. He doesn’t even get to keep the same pair of pants!

Every turn revealed a different sound design moment never visited before: drunken crowd leaving Wembley (loop group singing) leading to a stripped-down main title song on the tube, sports reporters talking to him through the television, a psychedelic lava-lamp room, a noir-Mickey Spillane-style interaction with a pants-repairing redhead leading to a run for his life, a paranoid hotel night clerk, a much-deserved slo-mo beatdown in an alley to a mournful rendition of Blue Moon, our loyal soccer hooligans fulfilling their fantasy on the Richmond pitch, a rainstorm and divine interaction, a rave in a church, and wrapping it all up with the theme from The Benny Hill Show (Yakety Sax). What a trip!

Weiser: When we found out that Beard was getting his own episode, I believe we knew that this would be a challenge and a wild ride. And certainly Jason and the Ted Lasso writers delivered just that! This episode challenged us to put Beard’s craziness together with his intellectual side to give us insight on him. It also exposed Beard’s feelings with the Richmond fans when he provided his “hooligans” with a night in their personal heaven. After all, one of the things that makes the Ted Lasso series successful is the wonderful heart each character has.

Can you give us an example from that episode of something that was particularly challenging or that you are most proud of?
Kennedy: There is a lot to this episode that I am proud of. The scene with Nate and his parents celebrating their anniversary at A Taste of Athens is one. But I think the moment I am most proud of is the buildup of Roy Kent quitting his job as a sport commentator and making his way to the stadium. Our music editor, Richard Brown, did an amazing job with his work on the Rolling Stones song. He combined the mix of coming in and out of that song to build the tension that leads up to Roy joining the coaching staff of AFC Richmond. That is one of my favorite moments in television (regardless of my participation in it).

Byrne:For me, I had to think quickly during playback. The producers wanted to hear something happen with the crowd to make it disappear while Roy is in the tunnel, something dramatic. I got the idea to group the Atmos crowds together and do a low pass sweep on them as Roy breathes. His breath sucked the crowd out of the stadium. The producers loved it. It really helped sell the story without dialogue.

Findley: Beard’s apartment keys are a recurring character through the episode. It was very important that the chosen elements added up to the right feel…not too heavy, not too thin, not too dense. It might seem minor, but it’s a testament to the sonic detail devoted to every element of the show.

Weiser: For dialogue, the scene outside the club, in the street, with Beard and the lady in red was tough at first. There was a fair amount of traffic noise, and the clarity of the dialogue was difficult. We certainly shot ADR for the scene but realized that we needed to pull out all the stops to try and save the original performance encapsulated in those production tracks. In true Ted Lasso form, it was a collaborative effort between dialogue editing, ADR, FX, Foley and mixing. The end result is that only two ADR lines were used and we are very proud of a seamless track for this scene.

What was your process on these scenes?
Kennedy: My approach to this scene was to acknowledge the emotion that I was witnessing on screen. I wanted the audience to feel the anxiety that Roy was feeling. We had to carry that energy from the studio to him arriving on the pitch. The music, Foley and dialogue had to create the atmosphere and intensity to get us from point A to point B. Our production sound team had the wherewithal to use Roy’s actual lavalier mic that he takes off himself when he quits the commentator job. That in and of itself was a great tool for me to use in the process of mixing the scene.

My other processes for the scene were following along with the action on the screen, adjusting the production sound against the music track to come to a balance that highlighted the emotion we felt with Roy joining the coaching staff of Richmond — the pinnacle of which was to see Nate’s realization of what was happening, the musical breakdown followed by the show ending. It’s a bit of a cliff-hanger, really. It was a lot of fun to put together.

Findley: I worked with Foley artist Sanaa Kelley to dial in the right combination of metal pieces. We had several exchanges of ideas and samples as the episode developed. Based on our conversations, Sanaa went out to antique stores and curated just the right keyring, skeleton key and other supporting keys to give this prop true character.

The first time we see it, it is seemingly innocuous. Beard just lets himself into his apartment and puts the keys in a bowl by the door. No big deal, right? The sneaky part is that Sanaa performed it with repeated passes to get it right. She does that every time we hear the keys through the episode. The first hint that there’s something special about the keys is when they drop out of Beard’s coat pocket in the pub. There is a subtle ring-out of the keys as they fall then a perfect little jingle when Jeremy presents them to Beard.

Beard then drops them in Red’s apartment… though we purposefully did not play the dropping, just the picking up later when Red points them out to him. This is an example of the suspension of literal sounds to serve the story… to stay with Beard in his head. Had we heard those keys land in that quiet environment, we could’ve been thinking about why Beard didn’t hear them instead of absorbing the story. The keys really have a hero moment during Beard’s beatdown. Marcus Mumford’s rendition of “Blue Moon” is so mournful that if the keys had just fallen out naturally, the heart of the moment would have been broken. Therefore, we sustained and pitched Sanaa’s keys to be sympathetic with the song as they “sang” their way to the ground. This kind of attention really locks in all the elements into a cohesive soundscape, even though Beard’s journey is disjointed.

Weiser: There was nothing complicated with the process. We cut the production dialogue straight through and cut the ADR through the scene. Then we did the tedious work on the dialogue, making sure not to “overcook” the production tracks while cleaning them up.

In the end, this is what all dialogue editors would do. The difference is in the choices and taste of the dialogue editor and the editor’s faith in allowing the dialogue mixer to work his/her magic as well. This is where the collaboration takes place. One cannot finish the job without the other, and when we work together, 2 plus 2 can equal 10. I like to think that it’s this collaboration that makes the show special and what makes Ted Lasso.

What tools do you use in your work?
Kennedy: I use the Avid S6 console, and I like the FabFilter EQs and compressors. I call on iZotope noise reduction when needed, and I like to use Altiverb Reverb for its realistic reverb impulse responses.

Byrne: I use the Avid S6 console. I’m strictly a console and keyboard user. You never know when you might be working on another stage, so I don’t go crazy with macro devices and such. I really like Stratus 3D reverbs. For an Atmos environment, Stratus spreads to the speakers very nicely. Also, Revibe and Reverb One have some go-to presets that sound great in certain situations.

Findley: We use so many different things to solve problems and to create new things. I’m afraid to start listing because I know I’ll forget something. Our primary editing workstation is Pro Tools. We’ll conform to new versions of picture with Matchbox. For dialogue, Bernard Weiser and Ashley Harvey might use Auto-Align Post, Soundminer, RX, Revoice Pro, Envy, Pitch’n Time Pro, Debird and Undertone, to name just a few.

For sound effects and design, in addition to Soundminer, Envy, and Pitch’n Time Pro, Kip Smedley and Mark Cleary employ a lot of fun tools like Morph, Traveler, Stutter Edit, Enforcer, Whoosh, Crowd Chamber, even an Arturia hardware synth. Again, I’ve definitely left things out. We’ll also do specific field recordings to get unique material to work with so not all the source sounds come from an existing library.

What haven’t we asked that you feel is important about your role on Ted Lasso?
Kennedy:  I’d like to echo Sean’s response. Our job of mixing is always about picking what is important at the moment for the mix. Sometimes it is the dialogue, and at other times it is the music or the FX. The emotion and feeling of a show can change depending on what we’ve chosen. We love working with the producers and dialing in exactly what is needed in every situation.

Rainbow

Byrne: Pulling focus. We get so much amazingly recorded material, so it would be easy just to try and play it all. But the best mixes I’ve heard pull the listeners’ focus to what is important at the moment in the story. I want to pull the listeners’ attention to a feeling without them noticing, whether that is the feeling of being surrounded by 80,000 fans or of having a panic attack or of feeling completely alone in a crowded room. If you notice my work, then I haven’t done a good job.

My colleagues are so gifted at their craft. I’m constantly learning from them. My jaw drops watching Ryan Kennedy mix music and dialogue — timing the wall slaps and echoes to the beat of the song and spending the extra time to make the ADR sit perfectly in the mix. Brent and all of our editors make such excellent choices with their editorial that it gives Ryan and I time to really get deep into the mix rather than just working to get the job done. Brent and the team’s work on “Beard After Hours” was magnificent. So many details were added, all of the ear candy. I’m very grateful to be part of such a talented group of people.

Rainbow

Findley: My role is making sure everything you hear, save for the music, makes it to the church on time (the church being the mix stage) and that the sonic hopes and dreams of our creative leaders come through in the process. Translating the storytellers’ descriptions of how they imagine the soundscape to be into instructions that the sound team can work with is a core function. Often those descriptions are feeling-based, so converting those into practical application is important.

The thing that stands out the most to me is the overall feeling of collaboration at all stages of the process and from all levels of hierarchy. A good idea can come from anywhere. Anyone on the team can pitch an idea in their wheelhouse, and it is given thoughtful consideration. While we’re careful not to get mired in too many choices, and we don’t pitch ideas just for the sake of saying we contributed, the phrase “What if we…” is exciting to hear because what follows will be a fresh idea to think about.

Weiser: My colleagues have said it well. I can only say what a privilege it is to work with this wonderful sound team and mention the solid support we have enjoyed from our producers, from Warner Bros. Post Production and from Apple.