Tag Archives: sound mixing

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.)

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.”

 

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.

 

 

 

CAS Awards

CAS Award Winners Include Top Gun: Maverick and Better Call Saul

The 59th Annual Cinema Audio Society Awards, for which postPerspective is a media partner, returned to Downtown Los Angeles on March 4. Hosted by comedian/producer Ben Gleib (Ice Age: Continental Drift, The Mad King), he kicked off the event quipping, “Without sound … we would all be reading a book right now.”

The sound mixing teams for Top Gun: Maverick, Guillermo del Toro’s Pinocchio, Moonage Daydream and Obi-Wan Kenobi were the big film winners, while Better Call Saul, Only Murders In The Building and Formula 1: Drive to Survive won the top television honors at the 59th Cinema Audio Society (CAS), which is a nonprofit formed in 1964 for the purpose of sharing information with sound pros in the motion picture and television industry

The awards for outstanding sound mixing in film went to:

  • Motion Picture Live Action: Top Gun: Maverick (Production Mixer: Mark Weingarten, Re-Recording Mixer: Chris Burdon, Re-Recording Mixer: Mark Taylor, Scoring Mixer: Al Clay, Scoring Mixer: Stephen Lipson, Foley Mixer: Blake Collins CAS)
  • Motion PictureAnimated: Guillermo del Toro’s Pinocchio (Original Dialogue Mixer: Carlos Sotolongo, Re-Recording Mixer: Jon Taylor CAS, Re-Recording Mixer: Frank Montaño, Scoring Mixer: Peter Cobbin, Scoring Mixer: Kirsty Whalley, Foley Mixer: Tavish Grade)
  • Motion Picture — Documentary: Moonage Daydream (Re-Recording Mixer: Paul Massey CAS, Re-Recording Mixer: David Giammarco CAS, ADR Mixer: Jens Rosenlund Petersen)
  • Non-Theatrical Motion Pictures or Limited Series: Obi-Wan Kenobi E6, Part 1 (Production Mixer: Julian Howarth CAS, Re-Recording Mixer: Bonnie Wild, Re-Recording Mixer: Danielle Dupre, Re-Recording Mixer: Scott R. Lewis, ADR Mixer: Doc Kane CAS, Foley Mixer: Jason Butler)

The awards for outstanding sound mixing in television went to:

  • Television Series — One Hour: Better Call Saul S6:E13, Saul Gone (Production Mixer: Phillip W. Palmer CAS, Re-Recording Mixer: Larry Benjamin CAS, Re-Recording Mixer: Kevin Valentine, ADR Mixer: Chris Navarro CAS, Foley Mixer: Stacey Michaels CAS)
  • Television Series — Half Hour: Only Murders In The Building S2:E5, The Tell (Production Mixer: Joseph White Jr. CAS, Re-Recording Mixer: Penny Harold CAS, Re-Recording Mixer: Andrew Garrett Lange CAS, Scoring Mixer: Alan Demoss, ADR Mixer: Chris Navarro CAS, Foley Mixer: Erika Koski)
  • Television Series — Non-Fiction, Variety or Music/Series or Specials: Formula 1: Drive to Survive, S4:E9 Gloves Are Off (Re-Recording Mixer: Nick Fry, Re-Recording Mixer: Steve Speed)

Upon receiving the CAS Filmmaker Award, director Alejandro González Iñárritu said, “There is a reason why cinema is called an audio-visual medium. Audio is first, before visuals. Sound hits our bodies sensorially. Without intellectualization, we are just hit primally, and it strikes our imagination and it’s boundless and it’s first.” Guillermo del Toro (Pinocchio, The Shape of Water, Pan’s Labyrinth), José Antonio García (Roma, Iron Man 3, Nope) and Jon Taylor (The Revenant) presented the award.

Honored with the CAS Career Achievement Award, production sound mixer Peter J. Devlin CAS (Wakanda Forever, Star Trek: Picard) said, “Because ours is, quite simply, the most collaborative, creative endeavor anywhere. It doesn’t simply take a village; it takes a whole city to create a film or TV show.” Director Patty Jenkins (Wonder Woman, Monster) and supervising dialogue editor Teri E. Dorman (Pirates Of The Caribbean, Da Vinci Code) presented the award.

Outgoing CAS president Karol Urban described the event as a smashing success: “There is magic in this organization created by sound mixers for sound mixers. Mentorship, community and kindness are critical keystones to our success. Tonight, our membership stands at just over 1,000, providing a greater diversity of experience and covering the globe in a larger international footprint than ever before. Together, we thrive through volunteerism, honoring our legends and ensuring a legacy for the future of our craft.”

 

 

 

 

 

 

 

 

Quick Chat: Monkeyland Audio’s Trip Brock

By Dayna McCallum

Monkeyland Audio recently expanded its facility, including a new Dolby Atmos equipped mixing stage. The Glendale-based Monkeyland Audio, where fluorescent lights are not allowed and creative expression is always encouraged, now offers three mixing stages, an ADR/Foley stage and six editorial suites.

Trip Brock, the owner of Monkeyland, opened the facility over 10 years ago, but the MPSE Golden Reel Award-winning supervising sound editor and mixer (All the Wilderness), started out in the business more than 23 years ago. We reached out to Brock to find out more about the expansion and where the name Monkeyland came from in the first place…

monkeyland audioOne of your two new stages is Dolby Atmos certified. Why was that important for your business?
We really believe in the Dolby Atmos format and feel it has a lot of growth potential in both the theatrical and television markets. We purpose-built our Atmos stage looking towards the future, giving our independent and studio clients a less expensive, yet completely state-of-the-art alternative to the Atmos stages found on the studio lots.

Can you talk specifically about the gear you are using on the new stages?
All of our stages are running the latest Avid Pro Tools HD 12 software across multiple Mac Pros with Avid HDX hardware. Our 7.1 mixing stage, Reposado, is based around an Avid Icon D-Control console, and Anejo, our Atmos stage, is equipped with dual 24-fader Avid S6 M40 consoles. Monitoring on Anejo is based on a 3-way JBL theatrical system, with 30 channels of discrete Crown DCi amplification, BSS processing and the DAD AX32 front end.

You’ve been in this business for over 23 years. How does that experience color the way you run your shop?
I stumbled into the post sound business coming from a music background, and immediately fell in love with the entire process. After all these years, having worked with and learned so much from so many talented clients and colleagues, I still love what I do and look forward to every day at the office. That’s what I look for and try to cultivate in my creative team — the passion for what we do. There are so many aspects and nuances in the audio post world, and I try to express that to my team — explore all the different areas of our profession, find which role really speaks to you and then embrace it!

You’ve got 10 artists on staff. Why is it important to you to employ a full team of talent, and how do you see that benefiting your clients?
I started Monkeyland as primarily a sound editorial company. Back in the day, this was much more common than the all-inclusive, independent post sound outfits offering ADR, Foley and mixing, which are more common today. The sound editorial crew always worked together in house as a team, which is a theme I’ve always felt was important to maintain as our company made the switch into full service. To us, keeping the team intact and working together at the same location allows for a lot more creative collaboration and synergy than say a set of editors all working by themselves remotely. Having staff in house also allows us flexibility when last minute changes are thrown our way. We are better able to work and communicate as a team, which leads to a superior end product for our clients.

Monkeyland AudioCan you name some of the projects you are working on and what you are doing for them?
We are currently mixing a film called The King’s Daughter, starring Pierce Brosnan and William Hurt. We also recently completed full sound design and editorial, as well as the native Atmos mix, on a new post-apocalyptic feature we are really proud of called The Worthy. Other recent editorial and mixing projects include the latest feature from Director Alan Rudolph, Ray Meets Helen, the 10-episode series Junior for director Zoe Cassavetes, and Three Days To Live, a new eight-episode true-crime series for NBC/Universal.

Most of your stage names are related to tequila… Why is that?
Haha — this is kind of a take-off from the naming of the company itself. When I was looking for a company name, I knew I didn’t want it to include the word “digital” or have any hint toward technology, which seemed to be the norm at the time. A friend in college used to tease me about my “unique” major in audio production, saying stuff like, “What kind of a degree is that? A monkey could be trained to do that.” Thus Monkeyland was born!

Same theory applied to our stage names. When we built the new stages and needed to name them, I knew I didn’t want to go with the traditional stage “A, B, C” or “1, 2, 3,” so we decided on tequila types — Anejo, Reposado, Plata, even Mezcal. It seems to fit our personality better, and who doesn’t like a good margarita after a great mix!

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.

CAS Awards

Sound Mixing: 58th Annual CAS Award Winners

After a virtual event in 2021, the 58th Annual Cinema Audio Society Awards returned to the InterContinental Los Angeles Downtown. Winners were announced for Outstanding Achievement in Sound Mixing for 2021 in seven categories. Director and producer Sir Ridley Scott received the Cinema Audio Society Filmmaker Award. There were also two Outstanding Product winners and a Student Recognition Award.

The award for Outstanding Sound Mixing Motion Picture – Live Action was presented to the sound mixing team for Dune. Top honors for Motion Picture – Animated went to the team for Encanto. The CAS Award for Outstanding Sound Mixing Motion Picture – Documentary went to the team for Summer of Soul (…Or, When the Revolution Could Not Be Televised).

Mare of Easttown Episode 6 “Sore Must Be The Storm” won the award for Non-Theatrical Motion Picture or Limited Series. The Television – One Hour honors went to Yellowstone Season 4, Episode 1 “Half the Money.” The Beatles: Get Back Part 3 won for Television Non-Fiction, Variety or Music Series or Specials. Ted Lasso Season 2, Episode 5 “Rainbow” took home the award for Television Series – Half Hour.

Honored with the CAS Career Achievement Award, re-recording mixer Paul Massey, CAS, attended the ceremonies virtually. Massey’s mother, Bernice, secretly flew in from England to accept his award alongside his son Sean.

Here is a complete list of the winners:

MOTION PICTURE – LIVE ACTION

Dune

Production Mixer: Mac Ruth CAS

Re-Recording Mixer: Ron Bartlett CAS

Re-Recording Mixer: Douglas Hemphill CAS

Scoring Mixer: Alan Meyerson CAS

ADR Mixer: Tommy O’Connell

Foley Mixer: Don White

 

MOTION PICTURE—ANIMATED

Encanto

Original Dialogue Mixer: Paul McGrath CAS

Re-Recording Mixer: David E. Fluhr CAS

Re-Recording Mixer: Gabriel Guy CAS

Song Mixer: David Boucher CAS

Scoring Mixer: Alvin Wee

ADR Mixer: Doc Kane CAS

Foley Mixer: Scott Curtis

 

MOTION PICTURE—DOCUMENTARY

Summer of Soul (…Or, When the Revolution Could Not Be Televised)

Production Mixer: Emily Strong

Re-Recording Mixer: Paul Hsu

Re-Recording Mixer: Roberto Fernandez CAS

Re-Recording Mixer: Paul Massey CAS

Music Mixer: Jimmy Douglass

 

NON-THEATRICAL MOTION PICTURE OR LIMITED SERIES

Mare of Easttown Ep. 6 “Sore Must Be The Storm”

Production Mixer: Richard Bullock

Re-Recording Mixer: Joseph DeAngelis CAS

Re-Recording Mixer: Chris Carpenter

 

TELEVISION SERIES – 1 HOUR 

Yellowstone: S4 Ep. 1 “Half the Money” 

Production Mixer: Andrejs Prokopenko

Re-Recording Mixer: Diego Gat CAS

Re-Recording Mixer: Samuel Ejnes CAS

ADR Mixer: Michael Miller CAS

ADR Mixer: Chris Navarro CAS

 

TELEVISION SERIES – HALF HOUR

Ted Lasso: S2 Ep. 5 “Rainbow”

Production Mixer: David Lascelles AMPS

Re-Recording Mixer: Ryan Kennedy

Re-Recording Mixer: Sean Byrne CAS

ADR Mixer: Brent Findley CAS MPSE

ADR Mixer: Jamison Rabbe

Foley Mixer: Arno Stephanian CAS MPSE

 

TELEVISION NON-FICTION, VARIETY or MUSIC SERIES

or SPECIALS

The Beatles Get Back: Part 3

Production Mixer: Peter Sutton (dec.)

Re-Recording Mixer: Michael Hedges CAS

Re-Recording Mixer: Brent Burge

Re-Recording Mixer: Alexis Feodoroff

Music Mixer: Giles Martin

Music Mixer: Sam Okell

Foley Mixer: Michael Donaldson

 

OUTSTANDING PRODUCT PRODUCTION

Shure Incorporated for the Axient Digital ADX5D Dual-Channel Wireless Receiver

 

OUTSTANDING PRODUCT POST PRODUCTION

Dolby Laboratories for the Dolby Atmos Renderer 3.7

 

STUDENT RECOGNITION AWARD

Lily Adams, Savannah College of Art and Design

 

 

The Humans

Sound Mixer Tammy Douglas on Capturing A24’s The Humans

By Patrick Birk

The Humans is a psychological drama that follows a family through a turbulent Thanksgiving on Manhattan’s Lower East Side. The A24 film marks Stephen Karam’s feature directorial debut, and this screenplay is an adaptation of Karam’s Tony award-winning play of the same name. Through the film, we watch static build between the members of the Blake family as the pre-war apartment they occupy creeks and molders away. It stars Jayne Houdyshell, Richard Jenkins, Amy Schumer, Beanie Feldstein, Steven Yeun and June Squibb.

Sound mixer Tammy Douglas

The film is a showcase for naturalistic acting, with characters constantly speaking over one another. Sound mixer Tammy Douglas was responsible for capturing the on-set sound. While we typically talk to re-recording mixers, for this piece, we wanted to get a look at how that audio process begins.

Douglas has been a union sound mixer for over 20 years. Her credits include Eighth Grade; What Happened Miss, Simone? Ziwe; and Search Party (Season 4). Douglas worked on the film The Humans prior to the pandemic.

Let’s find out about her process on this film and how she used less boom and more wire…

Before we jump into The Humans, can you talk about what your goal is in terms of handing off the audio to post?
My goal on every project is to hand off the cleanest audio possible. Rarely do I have conversations with the post sound people because most of them are hired a little bit later in the shoot. So in my sound reports I try to provide whatever info I can that I think will be useful to the post production team.

Where did the shoot take place?
We filmed at Steiner Stages, and there were two days when we were on location in the Lower East Side, Chinatown area. The scenes with dialogue, that’s all on the stage.

The set looks shockingly real. I lived in New York for years, and the set designers really captured the aesthetic.
David Gropman created an apartment based on a place Stephen Karam had actually lived in. I think it was a basement, and there were two floors. I think it feels so real because it’s created from his memory of that apartment.

It’s also like a real New York apartment in that it would be difficult to boom on that set.
I don’t believe there was any dialogue that was actually covered by the boom. I mean, the boom was always there just for ambience or footsteps. There were two cameras filming at all times. Even if there had been one camera that was a little bit tighter, it still wouldn’t have been boomable. And the lighting made it hard to boom because it was recreating the bare bulb look and the shadows on the wall.

The only boomable shots, I think, were food shots — the stove or when they’re showing the cooking and the prep work. That was it, so it was all wires.

How did you work with each actor to place their wire, in order to get the best sound for them?
They’re in the same wardrobe the whole movie, so that was interesting. Once you got an outfit and established it, that was it. I don’t even think any actor pulled off a piece of clothing. So for each actor, the first day was a big day of looking at the costume and assessing what I had to do with putting on the lav and Lectrosonics transmitter.

A few of the outfits were no problem. It was just easy. You just put the microphone on. Richard Jenkins’ outfit was that way — a simple long-sleeved polo shirt. And Amy Schumer’s outfit, essentially sweats, was very simple. It was a hand-off to her, and she would put the transmitter and lav on her chest and it sounded great. I started with a Sanken COS-11 on her and eventually moved to a DPA 4061 because I thought her voice had a bit of a richer tone on that mic. I’m a COS-11 person. That’s my go-to. But occasionally, there’s an outfit where I’ll switch to a Countryman B6 or a DPA because on some women, I think those mics bring out a better tone. Everybody else was on Sankens. The only outfits that were a little more challenging were Beanie Feldstein and Steven Yeun’s. The other four were pretty  straightforward wires. Just go right in the center. I never like it too high; I never like it too low. Just kind of mid-chest.

What made Beanie and Steven’s a little bit more challenging?
Steven’s shirt was a button down, and it was a little starchy. The costume department was great, and I believe they tried to wash the shirt and break it in, but the material just made a little bit of noise. And every day I was like, “Let me move it here, let me move it there.” I never found a spot that was 100%, and his character was always moving, using the dish towel and cooking and going back and forth in the kitchen. He has the dishcloth, and he was also whipping his head around and doing stuff. And, of course, that’s when you’re like, “Oh, no!” But you know, nowadays with technology and post, they can clean up minor stuff pretty easily.

With Beanie, it was also the fabric. Kind of a silky fabric that had a little bit of a noise. She also had very specific requirements about what I could do, so I had to work around those, which was a little bit limiting in terms of what I could do. My only option with her was to tape it onto the outfit, and maybe that might not have been the best thing, but it was the only option I had available to me.

The other unique thing in this movie is that it was a six-week shoot. Each actor had doubles or triples of their costume — I believe Beanie had two dresses. The actors wear the same outfit for several weeks in a row. Even though it’s washed every day, there’s still a little bit of natural fabric stretching that occurs in the wardrobe. Over the progression of the shoot, Beanie’s costume material shifted a little bit more than on some of the other costumes, so that kind of created its own problems because I was taping onto the dress, and that was probably causing a little bit of the extra movement.

Did you find yourself stashing any mics around set?
Even with the limitations on booming, I was hoping to give post something. So, in every shot, I basically had a Sennheiser MKH 50 on the right and left, or sometimes a mic in the foreground and a mic in the background. Usually these were plant mics. I was like, “I don’t know if this is going to help post at all, but at least it’s something.” I didn’t want it to just sound like a TV show, where everything’s miked super-close. You watch some network TV, and there’s no personality to the sound whatsoever. The Humans is an art house film, and I tried to bring it to another level.

Sometimes, if there was more movement, I would actually have my boom op or my utility operating just to get more of the sounds of footsteps, etc.

The actors step on each other’s lines a lot. It’s a very naturalistic story and acting style. Was minimizing bleed a priority?
No. It was about the performances. The script is written that way. There were some big days, 10, 11 pages. I have one photo of my sound cart from the shoot, where I had the script sides taped up next to my faders, and I highlighted every character. It looks crazy. And there were these moments when you hear people talking at the same time. That’s the way the script was written, and that’s definitely how it played out. Every actor had their own ISO track. I’m sure the ISOs were very useful on the overlap stuff. I had the ambient mics on ISOs as well. Then I did the mix of the wires using a Sound Devices 688 and a CL-12, and I monitored the video feeds of the two cameras.

Sometimes we would do 10-minute rolls. When they chose the section that we were shooting that day, we would keep shooting that section again and again. Everybody’s in the shot, and there was no coverage, so I would have to let things go. There were definitely some moments, especially the argument scene in the living room toward the end of the movie, when they’re talking all over each other. There was a moment when I just had all my faders up, and I was like, “Wow. This is different.”

So it was just about nailing the take?
Yes, and I believe they had rehearsed a full week before shooting, which is somewhat uncommon these days. The actors sat on the stage, worked in the space and did the scene. It was all about the acting, and as a sound mixer, it was clear that’s what it was. I was just there to get the sound and stay out of the actors’ way as much as I could. I’d watch the camera feed, and it was different because there was no real booming or having any conversations with the boom operator about what was going on. It was just all me and my ears and the wires.

It sounds like an interesting experience as a sound mixer. Were there any other interesting things about working on this set?
Yes, the set was on one floor, but the actors go up the stage stairs, and the actors were always there for each other. Even if they were speaking, supposedly, on the other floor, they were there, saying their lines. It was funny. The set had a little staircase going up, but it’s just a set, so there’s not much space up there. There were moments when Richard’s up there, Beanie’s up there, and they’re delivering their lines full-force, and I’m recording completely off-screen lines. All of that was captured live, and it was great to record all the audio and have options for post.

The Humans

That was the other thing, the actors were always there, and that’s great because in some movies, if the actor isn’t on camera, they’re like, “Okay. Let somebody else read off-camera.” They were always there doing the scene like it was real life.

How did you get into production sound mixing?
I went to Florida State Film School and moved to New York City after graduation. I started doing independent films. It was a great time for indie movies. I think it was when indie movies were really indie movies.

I boomed for one mixer briefly, and he didn’t know anything about booming; I found that very frustrating. That’s when I decided I was going to boom for several years because I don’t want to be that mixer who doesn’t understand what I’m saying to my boom operator. That’s it. I just boomed. It was one indie movie after another. They were just these little movies, but I learned a lot, and then I got some gear and started sound mixing.

Do you have any pro-level boom tips?
“Don’t ever think, by your eye, that you’ve got the spot.” Every voice is just different. Just move, feel it out and listen. You can’t just say, “Okay. That’s how you boom it.” Just play around, shift around.

CAS Awards

Sound Mixing: CAS Award Nominations Announced

By Dayna McCallum

The Cinema Audio Society has announced its nominees for the 58th Annual CAS Awards for Outstanding Achievement in Sound Mixing for 2021 in seven categories, as well as ten Outstanding Product nominees. After a virtual event in 2021, the CAS Awards are scheduled to return as a live event on Saturday, March 19 in Los Angeles.

Director and producer Sir Ridley Scott will receive the Cinema Audio Society Filmmaker Award. Being honored with the CAS Career Achievement Award is previously announced honoree re-recording sound mixer, Paul Massey CAS.

“This year’s nominees display incredible skill and craftsmanship,” says CAS President Karol Urban. “We received submissions reflecting a myriad of narrative styles and technical approaches. The ingenuity and storytelling expertise of our sound mixing community is truly spectacular.”

THE 58th ANNUAL CAS AWARD NOMINEES

MOTION PICTURES – LIVE ACTION
Dune
Production Mixer: Mac Ruth CAS
Re-Recording Mixer: Ron Bartlett CAS
Re-Recording Mixer: Douglas Hemphill CAS
Scoring Mixer: Alan Meyerson CAS
ADR Mixer: Tommy O’Connell
Foley Mixer: Don White
No Time To Die
Production Mixer: Simon Hayes CAS
Re-Recording Mixer: Paul Massey CAS
Re-Recording Mixer: Mark Taylor
Scoring Mixer: Stephen Lipson
Scoring Mixer: Al Clay
ADR Mixer: Mark Appleby
Foley Mixer: Adam Mendez CAS
Spider-Man: No Way Home
Production Mixer: Willie Burton CAS
Re-Recording Mixer: Kevin O’Connell CAS
Re-Recording Mixer: Tony Lamberti CAS
Scoring Mixer: Warren Brown
ADR Mixer: Howard London CAS
Foley Mixer: Randy K. Singer CAS
The Power of the Dog 
Production Mixer: Richard Flynn
Re-Recording Mixer: Robert Mackenzie
Re-Recording Mixer: Tara Webb
Scoring Mixer: Graeme Stewart
Foley Mixer: Steve Burgess
West Side Story
Production Mixer: Tod Maitland CAS
Re-Recording Mixer: Andy Nelson CAS
Re-Recording Mixer: Gary Rydstrom CAS
Scoring Mixer: Shawn Murphy
ADR Mixer: Doc Kane CAS

Foley Mixer: Frank Rinella

MOTION PICTURES — ANIMATED
Encanto
Original Dialogue Mixer: Paul McGrath CAS
Re-Recording Mixer: David E. Fluhr CAS
Re-Recording Mixer: Gabriel Guy CAS
Song Mixer: David Boucher CAS
Scoring Mixer: Alvin Wee
ADR Mixer: Doc Kane CAS
Foley Mixer: Scott Curtis
Luca
Original Dialogue Mixer: Vince Caro CAS
Re-Recording Mixer: Christopher Scarabosio CAS
Re-Recording Mixer: Tony Villaflor
Scoring Mixer: Greg Hayes
Foley Mixer: Jason Butler
Foley Mixer: Richard Duarte
Raya and the Last Dragon
Original Dialogue Mixer: Paul McGrath CAS
Re-Recording Mixer: David E. Fluhr CAS
Re-Recording Mixer: Gabriel Guy CAS
Scoring Mixer: Alan Meyerson CAS
Scoring Mixer: Shawn Murphy CAS
ADR Mixer: Doc Kane CAS
Foley Mixer: Scott Curtis
Sing 2
Original Dialogue Mixer: Edward Sutton
Re-Recording Mixer: Gary A. Rizzo CAS
Re-Recording Mixer: Juan Peralta
Scoring Mixer: Alan Meyerson CAS
ADR Mixer: Robert Edwards
Foley Mixer: Frank Rinella
The Mitchells vs. The Machines
Original Dialogue Mixer: Brian Smith
Original Dialogue Mixer: Aaron Hasson
Re-Recording Mixer: Tony Lamberti CAS
Re-Recording Mixer: Michael Semanick CAS
Scoring Mixer: Brad Haehnel

Foley Mixer: John Sanacore CAS

MOTION PICTURES — DOCUMENTARY
Becoming Cousteau
Re-Recording Mixer: Tony Volante CAS
Scoring Mixer: Phil McGowan CAS
Summer of Soul (…Or, When the Revolution Could Not Be Televised)
Production Mixer: Emily Strong
Re-Recording Mixer: Paul Hsu
Re-Recording Mixer: Roberto Fernandez CAS
Re-Recording Mixer: Paul Massey CAS
Music Mixer: Jimmy Douglas
The Velvet Underground
Re-Recording Mixer: Leslie Shatz
Tina
Production Mixer: Caleb A. Mose
Re-Recording Mixer: Lawrence Everson CAS
Scoring Mixer: Phil McGowan CAS
Val
Production Mixer: Michael Haldin
Re-Recording Mixer: John Bolen
Scoring Mixer: Garth Stevenson

ADR Mixer: Mitch Dorf

NON-THEATRICAL MOTION PICTURES OR LIMITED SERIES
Hawkeye: Ep. 3 Echoes
Production Mixer: Pud Cusack CAS
Re-Recording Mixer: Thomas Myers CAS
Re-Recording Mixer: Danielle Dupre
Scoring Mixer: Casey Stone CAS
ADR Mixer: Doc Kane CAS
Foley Mixer: Kevin Schultz
Mare of Easttown: Ep. 6 Sore Must Be The Storm
Production Mixer: Richard Bullock
Re-Recording Mixer: Joseph DeAngelis CAS
Re-Recording Mixer: Chris Carpenter
The Underground Railroad: Chapter 10: Mabel
Production Mixer: Joseph White Jr. CAS
Re-Recording Mixer: Onnalee Blank CAS
Re-Recording Mixer: Mathew Waters CAS
Scoring Mixer: Geoff Foster
Foley Mixer: Kari Vahakuopus
WandaVision: Ep. 8 Previously On
Production Mixer: Christopher Giles CAS
Re-Recording Mixer: Danielle Dupre
Scoring Mixer: Casey Stone CAS
ADR Mixer: Doc Kane CAS
Foley Mixer: Frank Rinella
 WandaVision: Ep. 9 The Series Finale
Production Mixer: Christopher Giles CAS
Production Mixer: Michael Piotrowski CAS
Re-Recording Mixer: Danielle Dupre
Scoring Mixer: Casey Stone CAS
ADR Mixer: Doc Kane CAS

Foley Mixer: Malcolm Fife

TELEVISION SERIES – ONE HOUR 
Squid Game: S1 Ep. 7 VIPS
Production Mixer: Park Hyeon-Soo
Re-Recording Mixer: Kang Hye-young
Re-Recording Mixer: Serge Perron
ADR Mixer: Cameron Sloan
Succession: S3 Ep. 1 Secession
Production Mixer: Ken Ishii CAS
Re-Recording Mixer: Andy Kris
Re-Recording Mixer: Nicholas Renbeck
Scoring Mixer: Tommy Vicari CAS
ADR Mixer: Mark DeSimone CAS
Foley Mixer: Micah Blaichman
 The Morning Show: S2 Ep. 1 My Least Favorite Year
Production Mixer: William B. Kaplan CAS
Re-Recording Mixer: Elmo Ponsdomenech CAS
Re-Recording Mixer: Jason “Frenchie” Gaya
Scoring Mixer: Carter Burwell
ADR Mixer: Brian Smith
Foley Mixer: James Howe
The White Lotus: S1 Ep. 5 The Lotus Eaters
Production Mixer: Walter Anderson CAS
Re-Recording Mixer: Christian Minkler CAS
Re-Recording Mixer: Ryan Collins
ADR Mixer: Jeffrey Roy CAS
Foley Mixer: Randy Wilson
Yellowstone: S4 Ep. 1 Half the Money
Production Mixer: Andrejs Prokopenko
Re-Recording Mixer: Diego Gat CAS
Re-Recording Mixer: Samuel Ejnes CAS
ADR Mixer: Michael Miller CAS

ADR Mixer: Chris Navarro CAS

TELEVISION SERIES – HALF HOUR
Cobra Kai: S3 Ep. 10 December 19
Production Mixer: Michael Filosa CAS
Re-Recording Mixer: Joseph DeAngelis CAS
Re-Recording Mixer: Chris Carpenter
Scoring Mixer: Phil McGowan CAS
ADR Mixer: Marilyn Morris
Foley Mixer: Michael S. Head
 Only Murders in the Building: S1 Ep. 3 How Well Do You Know Your Neighbors?
Production Mixer: Joseph White Jr. CAS
Re-Recording Mixer: Mathew Waters CAS
Re-Recording Mixer: Lindsey Alvarez CAS
Scoring Mixer: Alan DeMoss
ADR Mixer: Stiv Schneider
Foley Mixer: Karina Rezhevska
 Ted Lasso: S2 Ep. 5 Rainbow
Production Mixer: David Lascelles AMPS
Re-Recording Mixer: Ryan Kennedy
Re-Recording Mixer: Sean Byrne CAS
ADR Mixer: Brent Findley CAS MPSE
ADR Mixer: Jamison Rabbe
Foley Mixer: Arno Stephanian CAS MPSE
 The Book of Boba Fett: S1 Ep. 1 Chapter 1 Stranger in a Strange Land
 Production Mixer: Shawn Holden CAS
 Re-Recording Mixer: Bonnie Wild
 Re-Recording Mixer: Scott R. Lewis
 Scoring Mixer: Alan Meyerson CAS
 Foley Mixer: Richard Duarte
 What We Do In The Shadows: S3 Ep. 4 The Casino
Production Mixer: Rob Beal
 Re-Recording Mixer: Diego Gat CAS
 Re-Recording Mixer: Samuel Ejnes CAS
 ADR Mixer: Mike Tehrani

Foley Mixer: Stacey Michaels CAS

TELEVISION NON-FICTION, VARIETY or MUSIC – SERIES or SPECIALS
Billie Eilish: The World’s A Little Blurry
Production Mixer: Jae Kim
 Re-Recording Mixer: Elmo Ponsdomenech CAS
 Re-Recording Mixer: Jason “Frenchie” Gaya
 Scoring Mixer: Aron Forbes
 ADR Mixer: Jeffrey Roy CAS
 Foley Mixer: Shawn Kennelly
Bo Burnham: Inside
Production Mixer: Bo Burnham
Re-Recording Mixer: Joel Dougherty
 Formula 1: Drive to Survive: S3 Ep. 9 Man on Fire
Production Mixer: Doug Dreger
Re-Recording Mixer: Nick Fry
Re-Recording Mixer: Steve Speed
McCartney 3,2,1 – Ep. 1
Production Mixer: Laura Cunningham
Re-Recording Mixer: Gary A. Rizzo CAS
 The Beatles Get Back: Part 3
Production Mixer: Peter Sutton (dec.)
Re-Recording Mixer: Michael Hedges CAS
Re-Recording Mixer: Brent Burge
Re-Recording Mixer: Alexis Feodoroff
Music Mixer: Sam Okell

Foley Mixer: Michael Donaldson

OUTSTANDING PRODUCT – PRODUCTIONLectrosonics: DCHR Miniature Stereo Digital Receiver

Lectrosonics: DBSM Transmitter

PSC (Professional Sound Corp): PowerStar Smart Traveler

Schoeps: CMC 1 SO

Shure Incorporated: Axient Digital ADX5D Dual-Channel Wireless Receiver

OUTSTANDING PRODUCT – POST PRODUCTION

Acon Digital: Extract Dialogue

Cedar Audio: Retouch 8

Dolby Laboratories: Dolby Atmos Renderer 3.7

LiquidSonics: Cinematic Rooms

The Cargo Cult: Matchbox v1.3.0

Todd-AO: Absentia DX V3

Tickets for the 58th CAS Awards will be available via the CAS website from Feb. 7.
George Foulgham

Docs: Re-Recording Sound Mixer/Editor George Foulgham

Veteran re-recording mixer and supervising sound editor George Foulgham has a rich history in creating soundscapes for documentaries. In fact, before starting his own studio, GF Soundscapes, this year, he ran the feature documentary audio department at London-based post production house Molinare for almost 20 years.

Foulgham — who has a BAFTA win and a number of nominations under his belt, and who worked on the 2008 Oscar-winning feature documentary Man On Wire — recently won an AMPS award for Excellence in Sound for a Feature Film. That award was for his work on the Oliver Murray documentary Ronnie’s, which chronicled the life of saxophonist Ronnie Scott and his world-famous jazz club. “From the outset, the premise was to let the cinema audience experience the full richness of the acts that performed in the tiny, smoke-filled Soho jazz club co-founded by Ronnie Scott as if they were actually there,” says Foulgham of his work on the film, adding,It was great fun to update the extraordinary but mono-recorded archive of some of the world’s musical greats into cinematic, emotionally immediate performances.”

George Foulgham

L-R: George Foulgham and Orlando von Einsiedel

Let’s find out more from Foulgham…

Your latest project, Convergence: Courage in a Crisis, had you working once more with Oscar-winning director Orlando von Einsiedel (The White Helmets). Is the working dynamic different with him than with other directors?
Working with O is great, particularly because he’s very clear about what he wants. He has a sense of humor and won’t put up with any BS. I’ve worked with him on some very emotionally charged productions, and I think we’ve built an atmosphere of honesty and creative trust — although we don’t always agree!

Directors need to feel that their project is in safe hands, be comfortable enough in the mixer’s judgment to trust his creative instinct, and confident that their own thoughts and suggestions will always be taken seriously.

Were there any particularly challenging scenes? How did you overcome them?
Audio post on Convergence was tricky. It was filmed at the height of the first wave of the pandemic by some very brave people around the world on a variety of devices, including cameras with on-board mics but also smartphones. This meant the sound quality was extremely variable. However, frank discussion, exchanges of views, preparation, experimentation, humor and cooperation from the production team smoothed the passage through the audio post process.

George FoulghamWhat software does GF Soundscapes use?
We use Avid Pro Tools Ultimate and an ever-growing list of plugins.

Does your workflow change depending on the director?
My preference is always for full cooperation between the GFS audio team, the composer and production from the earliest possible stage. Largely because of timeframes and commitments, the director tends to come in to listen to the first mix “review” and make mix notes, which we then address. This is then refined over a number of further mix reviews.

This system works for the majority of directors. With Alex Gibney’s tight London schedule (on Citizen K), we had a full review of his two-hour project in one rather intense session. He went on to review again in NYC. Then, based on further feedback, we tweaked again in London prior to full delivery.

Man on Wire is often cited as one of the seminal pieces of documentary filmmaking. Was there a moment during post when you realized that project was special?
With the information that it was “just interviews with music,” my then-post producer gave me the edit very close to lock so I could assess what work needed to be done for audio post budgetary reasons. Ten minutes into the viewing, I was completely won over. I found it special, but would others?

However, when I mixed in the wonderful music over the scene of Philippe taking his first steps on the wire between the twin towers, I had a profound sense of, “Yes, this is really something.”

How do you manage a director’s expectations with reality and what can really be done?
Obviously, the audio post team does everything it can to fulfil a director’s expectations. A lot can be achieved through preparation — from looking at and discussing the initial treatment through the sound-spotting session on the final edit and then beyond that to the mix reviews.

How do you take criticism?
As long as it’s constructive criticism and I can understand the reasoning behind it, then that’s all good. I advise certain paths, but I do like to be as inclusive as possible in the preparation and construction of a mix, as it’s usually during that time that you can shape ideas.

How early did you know this would be your path?
I started in the industry at 18, and by the time I was in my mid-20s, I was mixing for TV. At that point I succumbed — this was my career choice.

What do you do to de-stress from it all?
I train for Masters Olympic Weightlifting competitions — not that I’m particularly good! I was introduced to it in my early 50s at CrossFit, and it has really helped to get involved in something completely unconnected to the film industry.

You have mentored others over your career, many of whom are now mixing top docs, such as Three Identical Strangers and Pele. What is the number one piece of advice that you would give someone starting out in audio mixing?
I like to think I’m in a position to share what I’ve learned, and I am still learning! As soon as I feel my mentees are ready, I will guide them into mixing music or trying their hand at dialogue.

There does come a tipping point when we both feel that they should move on and take a project under their own wing. I advise them to allow their emotional energy — not their technical energy — move the faders, and to listen

Otherworldly Sound Design for Netflix’s Maya and the Three

By Patrick Birk

Director Jorge R. Gutiérrez’s Maya and the Three is an animated Netflix series that tells the story of Maya (Zoe Saldana), a warrior princess in pre-colonial Mesoamerica. To save her family and humanity, she must fight alongside three legendary warriors to defeat the gods of the underworld.

Scott Gershin (seated left) and his Maya and the Three audio team.

Audio post veteran Scott Gershin led the sound department at The Sound Lab, a Keywords Studio, that brought Gutiérrez’ epic visual landscape to life. With films like The Book of Life, Pacific Rim and American Beauty under his belt, plus the series Mrs. America, Gershin was more than up to the challenge.

He recently sat down with postPerspective to explain how he and his team brought feature-level audio to this nine-episode limited series.

Maya and the Three has a very colorful, distinctive art style. How did you develop the sound design to match?
The director of the show is Jorge Gutiérrez [El Tigre: The Adventures of Manny Rivera], who I had worked with on The Book of Life, so we had a certain working relationship already established. We have similar tastes in filmmaking styles and how sound can be used to enhance a story. It was a natural fit.  Before COVID hit, I read the script, and he showed me concept drawings. This allowed me to understand the characters and start formulating ideas of what things could sound like. Then, little by little, we started looking at different parts of each of the chapters.

As the animation evolved, so did the conversation. And I think this became a passion project, a COVID love project, in a bizarre way, in that we were all stuck at home and fearful of what the future would bring. And here was this wonderful story. And the visuals we started seeing were just amazing. It got us excited to start the creative process.

Because of COVID we had to work remotely. My crew and I hunkered down and started creating and designing. I would take my work and my crew’s work and little by little, do little mixes. We started mixing throughout the editorial process, and I would start sending little QuickTimes to Jorge asking, “How do you like the approach on how the scene plays? What do you think about this character’s design? How do you like the comedic approach? Here’s an idea on how we can make each weapon unique.” It enabled Jorge to be part of the creative process.

Maya and the Three

We were totally on the same page. He liked what we were doing, and we loved the feedback he was giving us. It was a good match. Then we just started designing until we got to a point where he really felt we had a good understanding and a vibe for the audio portion to support the visuals.

As you watch the show, the first five chapters set up Maya’s world, with each chapter introducing new characters, new gods and new challenges.

There are climaxes and trials within each chapter, and Chapter 9 is the big climax, when everyone who’s been established in previous chapters ends up in the giant confrontation between Mictlan (the god of war) and all the different gods and demigods. It’s fantasy, it’s science fiction, it’s high action.

At the end of the day, I wanted to use our sonic approach and design to complement the visuals, the story and the acting. To strike a balance between comedy, action, fantasy and sci-fi and really try to give it a cinematic approach.

Can you talk a bit more about the workflow?
My approach to the show was a little different. Instead of editing an episode and then mixing it, I talked Jorge into editing and designing the first six chapters together first, which was approximately 12-15 weeks straight. Then after the editorial process I would start “mixing,” which was more like fine-tuning those six chapters at the same time. I mixed for 18 days straight. Then back to editorial for another 6-8 weeks before mixing 12 days. It allowed us to jump back and forth between chapters, creating a sonic arc for the first three hours of the show.

It also allowed us to lose ourselves in the show — to eat, live and breathe it — rather than making a number of stops and starts. For example, while working on Chapter 6, we could always go back to Chapter 1 with a new or evolved idea.

Who was on your team?
My editorial crew consisted of Chris Richardson, Andrew Vernon and David Barbee. Each member of my team had different passions and things they loved to design, so I played to those strengths. Chris came from working with Trent Reznor and has a great sense of sonic power and bite. Andrew came from working at Pixar and has a great sense of comedy, timing and detail. And David had done a lot of great TV shows that I loved, including his recent work on The Boys. Also part of our team was Dan O’Connell and his Foley studio One Step Up, supplying us with amazing Foley and great elements to work with. I have worked with Dan on a large number of shows, including The Book of Life.

 

Chris Richardson and Andrew Vernon

How was the work divvied up?
With shows like Maya, I like to break it into categories, and each editor gets assigned a category for the run of the series. This helps with consistency and enables the designer to evolve the sounds within that category.

In addition to grabbing a number of categories myself, I would assemble each of the designers’ tracks and do a little embellishing and tweaking to make the scene play a certain way. We designed against the music and pre-dubbed dialogue, which allowed us to make certain choices early on. We constantly shared sessions and tracks via Aspera, Slack, and Zoom, since each of us were working offsite.

Did you use plugins for the design and manipulating the sound?
For the designs, we manipulated our collected sounds, combined them, pitched-bended them, enveloped them, saturated them and tweaked them. It was a sonic orgy of plugins. We were always talking about different plugins we found and thought would be cool for any given scene or moment, so when you heard a sound, it was unique to Maya.

It’s great that we all had our own tricks and techniques to manipulate sounds, and as we shared our ideas with each other, it made for an enjoyable creative process. Since Jorge brought a wonderful amount of visual detail to the production, we needed to bring that same level of detail and originality to the design of the soundscape. Of course, a major challenge was how to accomplish that in the time that we had. What priorities, efficiencies, and tricks could we come up with? You do the best that you can with the time you’ve got. It’s about trying to work smarter.

How do you create a feeling of hugeness in sound effects?
We wanted to support the depth of the show with sound and design. In some instances, we asked ourselves, “Do we go big here? And if so, how big? Does it rock the room? How does it translate in a streaming environment at home?” I wanted to make sure we didn’t get too intense for the different age ranges. But there were definite levels of intensity, such as with the Stone Golems, which are the giant stone creatures. We wanted to make them kind of cool and fun but with a feel of danger.

The dragon at the end was challenging. The challenge was how to make it stand out from the diversity of creatures that came before it. I decided to forego the noise route and go more tonal instead — like giant horns blasting away, making your knees shiver. If it was a film, I could depend more on the sub, but because it’s playing in your living room or on an iPad, I didn’t have that option. It was a lot of trial and error to find the right vibe, the right feel. I’m glad I had a lot of experience with big creatures, such as on Pacific Rim. That helped.

Within our crew we often discussed what we wanted to accomplish in any given scene or character. What are the milestone moments? And how do we want to lead up to them and get out of them? What are the big characters, and how do they compare and differ from the other characters? Was this a comedic sequence, and if so, how far do we go? How do we want to approach the dark moments? We wanted to capture the full range of emotions for each scene and character. Also I wanted to be able to identify what moments needed to be quiet, letting the actors and the audience have an intimate moment.

Maya and the Three

How difficult is it to mix for all the different screens people will be watching it on?
Netflix has an average loudness standard of -27 LKFS on the center channel at the frequencies of dialogue; this is a little different than theater and DVDs. Theoretically, we have more headroom, but if you push the other channels too much, you’re going to mask and overshadow dialogue. A lot of the characters were yelling, and the battle scenes had a lot of content in the center speaker. It was always a constant battle deciding how big or quiet to get. We don’t want to be so dynamic that people are diving for their remotes, and I didn’t want to use a lot of bus compression.

I used a little bit here and there, but I didn’t squash it because I wanted all the little peaks of detail. Sometimes if we saturate a sound in a very interesting way, it’ll help cut through the mix, as opposed to if I only used EQ.

 

Scott Gershin at work

Was this just for effects, or for voices too?
Both. Whether it’s the rock creatures or the giant dragon, there were definitely challenges in the mix. I used a lot of delays and a lot of different types of reverbs to sustain sounds and float them into the surrounds. Chapter 6 and Chapter 9 contained the largest battle scenes. I had to make strategic choices in any given set of shots as to what needed to be heard and, most importantly, what didn’t. I love detail and clarity.

What were some key, unique effects your team had to create? Zatz’s horn blast comes to mind.
I wanted to work similarly to how composers score a show, where each character has a motif, a theme, a signature sound. I tried to take the same approach to the sound design. I looked at each of the four characters and tried to figure out what makes them unique. Rico is more comedic. Chimi’s a little shy, but she grows within her character to become a badass, which is depicted in the evolution of her archery and her weapon. Picchu is already the strongman, and while he’s a big guy, I tailored his design to have a combination of strength as well as fragility.

Zatz was the “bad boy” of the group. At times I gave him spurs as he walked… a cross between a Western outlaw and a rock star. For his horn we found some great libraries of horn design that I thought were powerful and supported his character.

Then you have King and Queen Teca, “The Parents.” I wanted to give King Teca a lot of detail as well as strength. He had a comical side, but when it came to protecting Maya, he was all business, and I needed to show his strength and power with the sound.

For the queen, it’s about elegance and a different kind of strength and approach. I wanted to support her diplomatic side and inner strength and have it contrast with the king. The way she walked and moved, it was more of a floating approach.

I did the same for each of the underworld gods — each one has its own signature and motif. Another advantage of the motifs is that you can hear them offstage and know exactly what character is coming.

Maya and the Three

What about the creatures?
For the creatures and Chiapa, I used a lot of vocalizations. Since they didn’t say words, I had to find vocal sounds to give them personality. I used a lot of animal sounds and then sweetened them with my voice, in addition to having a library of sounds that was recorded early on from Dee Baker for Chiappa.

For the turkey sounds, Andrew Vernon, one of our sound designers, recorded his wife making these really fun sounds that we thought were great for that character.

How do you avoid creating ear fatigue?
I came from the world of music. I think of everything as music in a way. Pace, rhythm, accents, pitch, cadence, phrasing. It’s like how you would approach bass and drums. I feel like they’re sonic cousins to explosion weapons and impacts.

There were times we designed an effect, listened to it and then we realized it was too much or needed a little more. I constantly evaluated what I wanted to hear here or there. How do we want to stylize a scene? Did I want to “ghost” that effect? In addition to creating cool sounds, I looked for opportunities to stylize a given moment.

A method I use on a lot of my shows is to design and mix the loudest moments/elements first. I’ll need those sounds to cut through music, or they might even be on top of the music. Then I go to the next layer and say, “These are things that are going to play in and out of music.” The layer after that is things that are going to play behind the music. Backgrounds come last. I mix from the loudest elements first and make my way to the quietest elements…getting rid of any sounds or elements that create masking. I love to maintain all the little details…Foley sounds and all the little details and ear candy that enrich a mix

How did you keep everything organized in a project with so many different sonic elements?
Organization is key. I had two playback units originally, and then halfway through, I upgraded to the new Pro Tools software, which allowed me to play back over the 750-track limit. During my biggest scenes, I was carrying approximately 1,500 tracks. That included all the elements, (music, dialogue and effects). Music was broken up into four different splits, and each split had about 16 to 32 stereo breakouts. I used those tracks to create a 5.1 music stem. I think the reason I had so many tracks was that I categorized a lot, using heavily nested folders, in Pro Tools terminology.

So there would be an Effects folder, and within that you’d have subfolders such as Creatures, which would contain subfolders for Chiappa, Fire Saber Tooth, and other creatures. Or a Weapons folder that contained subfolders such as Swords and Axes. To help with speed and organization, I used two Stream Decks running SoundFlow. This allowed me to snap to any given category or view. It made the process fast.

What were your go-to EQs, reverbs and dynamic processors?
For the design, each one of our crew had some of their own sets of tricks, and we all shared plugin ideas too. Chris Richardson loved using Neutron; it allowed us to use harmonic distortion and harmonic EQs, which helped cut through the mix. For exteriors, I used Altiverb and some Slap Delay for dialogue. For interiors, I used Cinematic Rooms and FabFilter Pro-R — they’re wonderful reverbs. Pro-R allows me to control reverb times on a per-frequency basis, and I can get some really interesting sounds out of it.

For music I used Cinematic Rooms and Symphony. On the mix side, for compression and saturation, I used a bunch of UAD plugins — tape simulators, classic compressors and Neve stuff. I used Soothe2 and a lot of FabFilter plugins.

I did a bunch of presets for Waves last year, and there was one plugin I created presets for called the CLA Epic. I love the sound of Epic. It gives me four types of delays and four types of reverbs that can be used all at once or separately. So I used that quite a bit. Since I’d just finished doing presets for it, I knew the plugin well. I used Slapper quite a bit too. Other plugins we used were Waves L-Series compressors, some Massey stuff, the list goes on. I used a lot of Nugen for metering and bus limiting. We were always trying new things.

Finally, what did you take away from this project?
It was a project of love and a lot of fun. Jorge’s got to be one of the nicest guys on the planet, and this project was a sound designer’s dream.


Patrick Birk is a musician, sound engineer and post pro at Silver Sound, a boutique sound house based in New York City. He releases original material under the moniker Carmine Vates. Check out his recently released single, Virginia.

 

 

 

Venom: Let There Be Carnage

Venom: Let There Be Carnage — The Sound of Controlled Mayhem

Venom: Let There Be Carnage marks Tom Hardy’s return as the lethal protector Venom in this sequel to 2018’s Venom, which became a cult favorite. Directed by Andy Serkis and written by Kelly Marcel, with the story by Hardy and Marcel, the film finds the shaky marriage between investigative journalist Eddie Brock and the alien symbiote Venom (both played by Hardy), beginning to crumble just as they face an existential threat from condemned serial killer Cletus Kasady and the supervillain Carnage (both played by Woody Harrelson).

Venom: Let There Be Carnage

Sound post production for the film took place at Sony Pictures Post Production Services in Culver City, with supervising sound editors Erin Oakley and Kami Asgar leading the sound editorial team and re-recording mixers Kevin O’Connell, Will Files and Beau Borders mixing the final Dolby Atmos soundtrack. Asgar, O’Connell and Files reprised their roles from the original Venom. The new film also featured extensive Foley sound effects created by a crew headed by Foley supervisor Gary Hecker.

Venom: Let There Be Carnage revives many of the sonic elements deployed in the first film, while extending them in significant ways. Notably, richly textured sound treatments underscore the growing tension between Eddie and Venom as they carry on a bickering banter and occasionally lapse into all-out war. “In the first film, Venom had just 66 lines of dialogue, while in this film he speaks more than 400 times,” says Oakley. “The relationship between the two characters has deepened and become more nuanced. They love each other and can’t live without each other, but they also drive each other crazy and sometimes come to blows. Sound plays an important role in underscoring their highs and lows.”

Venom: Let There Be Carnage

While the characteristic sounds made by Venom were established in the first film, Carnage’s sonic identity had to be created from scratch. Sound editors Sam Fan, Ken McGill, Chris Terhune and Matt Yocum worked in parallel with visual effects production to create his menacing physical reality. “Venom and Carnage are both super-strong and agile, and they can change shape at will, but there are distinct differences between them visually and sonically,” explains Asgar. “Venom is like an octopus. His movements are fluid and have a liquid quality. Carnage is more like a crustacean. His tendrils are finer and thinner. You can hear the crunch of cartilage when he moves.”

It took several iterations to home in on Carnage’s character and get his signature sound just right. “The editors came up with myriad options for both Carnage and Venom,” Asgar recalls. “The imagination they brought to the task was amazing and ultimately, they nailed it.”

Asgar notes that sound editorial was largely carried out remotely with members of the Sony team working from home due to pandemic restrictions. Nonetheless, they were able to collaborate normally thanks to Sony’s 360 VME technology. The software uses proprietary algorithms to simulate physical spaces and speaker configurations so that people in different locations can hear the same spatial sound through headphones.

Venom: Let There Be Carnage

“The VME headphones were our savior,” Asgar says. “They were critical for the sound editors, and they allowed Andy to listen in from London and picture editor Maryann Brandon from her home.”

Foley sound also played a crucial role in accenting the differences between the two symbiotes and making them appear real. Hecker and his crew developed idiosyncratic sounds and performances to support the unique ways Venom and Carnage move, fight and change their appearances. “We created a library of detailed body movement sounds for Carnage using celery, gravel and lava rocks,” Hecker says. “He’s a bony guy. We took a similar approach for his transformations. We made his tentacles sound as though they are bursting from his body in a violent and menacing manner.”

Hecker points to a scene set in an execution chamber. Cletus is strapped to a gurney that begins to shake uncontrollably as he receives a dose of lethal chemicals when Carnage appears. “We recorded a huge metal chair with wheels on a big, resonant metal surface for the shaking gurney and slapped leather straps against cement for the sound of Cletus’s restraints popping free,” Hecker recalls. “For Carnage, we used celery and other crunchy objects for his bristling bones and transforming tentacles. When he breaks free and begins marauding through the prison, all hell breaks loose. We recorded breaking glass, smashing concrete and crumbling rocks. It was full Carnage mayhem. It was crazy.”

The film’s many action scenes presented challenges for the mix team. In some instances, Eddie, Venom, Cletus and Carnage are on screen at the same time, doing battle while exchanging verbal jabs. O’Connell, Files and Borders had to seamlessly blend multiple layers of sound effects with dialogue and music. “Clarity was essential,” notes Borders. “The action is intense, and the audience needs to know who is doing what at every moment. And in this film, Venom does a lot of talking during the fight scenes and people need to hear every word he says. With all those ingredients, we had to be diligent in choosing what you hear and when you hear it. Often removing sound is just as important as adding it.”

Venom: Let There Be Carnage

One of the film’s most complex sequences from a sound standpoint is also one of its funniest, as Venom prepares breakfast for Eddie. The symbiote races around Eddie’s apartment grabbing pans and tossing food around. “Everything Venom does is over the top,” Borders says. “He doesn’t make one pancake, he makes 30. He spills things. He turns on a blender without its lid. Everything is happening at once. The toaster dings, eggs crack, a smoke alarm goes off … and Venom is singing. Each of those sounds contributes to the comedy.”

As with other aspects of sound post, the effort applied to perfecting the comic timing resulted in a more enjoyable experience for the audience. “We faced some challenges with the sound effects, the Foley, the voices and other elements, but we are very proud of how the final product sounds. It’s a fun movie.”

 

 

 

Karol Urban Joins Formosa

Re-Recording Mixer Karol Urban Joins Formosa Group

Karol Urban, CAS, MPSE, NATAS, has recently joined Formosa Group as re-recording mixer. Urban has been mixing since 1999, initially working on documentaries in Washington DC, before heading to Los Angeles, where she mixes for television and film and describes her job as “playing mind games with sound.”

As a perpetual student of her craft, Urban enjoys exploring the power sound has to immerse the viewer in the narrative. She is an involved member of her community, having served on the Television Academy’s Governor’s Peer Group for Sound Mixing, organized events for The LA Sound Group and served as a blue-ribbon panel judge for the Motion Picture Sound Editors Golden Reels. Urban served as a board member for the Cinema Audio Society before being elected as president of the organization in 2019. She enjoys educational outreach and has moderated and appeared on many panels over the years.

Some of her many credits include Gentified, Grey’s Anatomy, Big Sky, The Stand, Project Blue Book, How to Get Away With Murder, Single Parents and many more.

She is currently mixing Outlander and will soon begin Guilty Party working on an Icon console at Formosa NoHo.

Mixer David Wyman on Greyhound‘s Oscar-Nominated Sound

By Patrick Birk

One of the first films to be released during the pandemic was Apple TV+’s WWII-set film Greyhound, directed by Aaron Schneider and starring Tom Hanks as Commander Ernest Krause. Hanks also wrote the screenplay, which is based on the book “The Good Shepherd” by C.S. Forester. The plot focuses on an Allied Naval convoy carrying supplies across the Atlantic to Liverpool during the Battle of the Atlantic in 1942. The convoy must cross the “Black Pit,” a section of the Mid-Atlantic where no air cover is available. Tension is palpable throughout the film, as the USS Keeling and her fellow ships must contend with the constant risk of attacks from German U-boats.

David Wyman on set

Production sound mixer David Wyman played a crucial role in capturing the tension that makes this film feel so authentic. Wyman was nominated for a Best Sound Oscar along with Michael Minkler, Beau Borders and Warren Shaw.

Wyman’s past credits include The Big Short, The Hate U Give and Showtime’s Your Honor. He was kind enough to explain the methods he employed for recording dialogue laden with such intensity. While we here at postPerspective typically cover the audio post process, we made an exception for this film.

What elements of the WWII ships did you record to achieve a “period” feel? Why was it so important to have functional communications equipment on the ship?
I think that’s what sets this film apart from anything I’d done previously. The director’s edict was very much that everything had to be completely true to the period.

Aaron Schneider on set

Sourcing the correct pieces was very important. I know from talking to the production designer (David Crank) and the set decorator (Leonard Spears) that they searched far and wide to get these set pieces, the current props and everything else. They did an amazing job, and letting me modify them was another big leap of faith for those departments.

Fundamentally, the job we ended up doing was to service the actors in their performance, and the only true way to do that was to give the actors a real-time, live representation of what they would’ve heard if they were at war at sea in a destroyer.

Almost all of the actors, bar none, had been to a boot camp for a week with Capt. Dale Dye, who is a film industry military consultation. He put these guys through their paces because there was so much naval jargon in the script itself. They needed to hear and perform all of those tasks as they would have done in 1941 or 1942. As a net result, we had to come up with this hybrid system so that all of the actors could talk to the people that would be in their command chain. That meant reworking all of the headphones that everybody wore, putting headphone drivers in, reworking speakers and amplifiers in these toolboxes so we could actually broadcast the dialogue that was coming from other sets, or from off-screen actors onto the set.

Does that mean that the Nazi taunting the captain was live?
It was live, and it was director Aaron Schneider who did the taunting. A byproduct of what we did was that the director could route his signal from his push-to-talk microphone into any of the sources we needed it to go. So if Tom Hanks would have to be on the phone, and Aaron wanted to give Tom screen direction privately, I could route that to the phone. Or if he wanted to pretend to be the German U-boats, we routed him to the same speaker they would have heard it through back in the period. The final German voice is probably ADR by a voice actor, but the reactions were genuine from a live source on set.

I think it’s absolutely fair to say, in reflection, that the communication channels we created gave the actors a wholly immersive experience, so the scenes flowed exactly as they should. There were overlaps in the dialogue, which we recorded and allowed to happen, because that’s how the sailors would’ve been in intense moments of trying to convey information to the captain — about what direction the torpedo comes from or whether they hear U-boat propellers. All of that information has to be relayed very quickly.

The guys who played the talkers — the sailors with the big helmets on and the sort of telephone mouthpiece hanging around their necks — became very good at listening and speaking simultaneously. Admittedly, they knew the lines, but it can be very off-putting to have a voice in your ear and deliver dialogue at the same time. They became very proficient at it. I think that really helped to cement the intensity that we were able to communicate to the audience.

Did you tour the ship in Baton Rouge? Did you look at schematics?
I spent the first day literally being a visitor and trying to understand the geography of the ship. The veterans who work there are so knowledgeable because they served either on that vessel or something similar. Once I understood the geography, I could then ask pertinent questions like, “If the captain speaks over here, how does a person two decks down find out what he said?” That’s when I started to create a mental picture of how the communications of the ship actually worked.

Then I scaled that down, knowing that we wouldn’t be shooting on a complete replica of a ship, but just certain portions of it where our story was told — like the pilothouse or the CIC, which is the command-and-control center where they do all the radar plotting and all of the U-boat calls from — and then obviously we had our exterior deck and our sonar room.

Aaron Schneider

Was the ship in Baton Rouge strictly used for research, or did you shoot on it, as well?
Yes, there were a couple of interiors that we shot in Baton Rouge. In fact, one of the opening scenes, where the two sailors are brought up in front of Tom Hanks for fighting, was actually the mess room on the ship itself.

Then we had to do a bunch of exteriors on the ship and all of the gun work and the depth charge releases. A lot of the long tracking shots of Hanks walking around the perimeter were done there, too, so that we could actually have the height that was required.

The ship interiors were quite small. Did you have to stash many mics?
Yes, we did. Having done the work to set the communications up, I either had one or two boom operators on every shot. Now, if we were shooting predominantly in the pilothouse, then I’d have a boom operator there, but it was such a tight, confined space. I think the set was maybe 8 feet by 10 or 11 feet wide, and the lid of the ceiling was only 7 ½ feet, so it was really restrictive. Then you put two handheld cameras in there, plus all the actors, and there’s not a lot of room for anybody else. So I used the Neumann KM 185s — those small-profile, hypercardioid microphones — for booms inside. I would love to have used Schoeps with a GVC to get an even smaller profile, but they just couldn’t handle the humidity from the amount of special effects on set on a daily basis.

Any area that we had to cover that the boom couldn’t get to, we either planted microphones out of sight or used, obviously, a lot of wires. We had wires in the helmets of our characters when they were in battle dress, and if they weren’t in battle dress, they would have a lav mic in their clothing. But one of the other things that I did, as part of the communication system, was use desktop omni microphones painted the same color as the set. I sent them away to the paint shop. I sent about 500 feet of XLR cable away to be painted, as well, so we could run all these cables and hide these microphones literally in plain view. This way, when somebody went to use one of those pieces of communication gear, I didn’t have to rely on the microphone within the machinery. I could just pick it all up on an omni mic, which gave me a much better spread and a much cleaner signal to pipe to another set or to a set of headphones.

I also added an extra two omni mics that I placed above the two doorways that led inside and outside of the pilothouse. There were so many shots where people were literally running from one side through the pilothouse to the other side, talking or leaning in the doorway to give an order. With the camera positions and the size of the set, there was just no possibility to get a boom mic to ensure that we had that dialogue clean. So those were just tracked all the time.

Tom Hanks and Aaron Schneider

What tabletop and stash microphones were you using?
I used some Audio-Technica and Shure conference table mics. I needed something very rugged and very utilitarian that I knew I could rely on. Those mics get kicked around conference rooms all the time, so I knew I was in good shape as far as making sure that stuff didn’t break, which is really key when you do these scenes where you may only get one or two takes.

With so many moving pieces, what was the typical track count for you on set?
We had anywhere from 12 to 16 tracks. I think we could break it down and say there were probably five or six main tracks. I mixed everything every day. That daily’s mix was a live mix of all the microphones that needed to be heard. Obviously, we had a bunch of ISO tracks. I also took a feed from the submixer that was controlling all the communication channels because I had a second utility reading a script and opening and closing microphones as necessary so that we didn’t get any unwanted signals. There’s no point in having something come through to the speaker when you don’t want it to come through. We recorded that source back into the main recorder, so anything that went over those individual comms channels could also have been pulled out by the post guys to use.

What did your team and cart look like?
I had one utility, Marc Uddo, who was designated to do wiring and to keep all the equipment ready for whomever had to go on set. I also had a second utility, Jason Vowel, who was on his own mixer. My main cart was stacked with a Cooper 208 recorder and a submixer piggybacked onto a Sound Devices 788. The other mixer was used to take all the feeds that were coming off of that massive gimbal and route them where they needed to go. I actually used two 788s.

So I had a total of 16 inputs available to me. The other mixer was an Audio Developments, which was an eight-channel stereo mixer, so some of the channels we allowed to come in on stereo — so it was one play to two tracks.

That sounds like a lot to manage.
I’ve always been good at mixing large numbers of sources, and I think that comes from a recording studio background from when I was younger. Looking at a 96-channel mixer doesn’t scare me because I know it’s just 96 repeats of the same thing.

But I think it’s fair to say that the art of sound mixing lies in being able to deliver the editors a comprehensive mono track that gives them a really good representation of what was happening on set during any scene. Sure, we will have ISOs that can kind of save us if we miss a cue, but the art of it is to get those cues right, and I cut my teeth mixing to stereo.

I have mixed in recording studios to a 24-track. I also mixed from eight channels to stereo NAGRAs and stereo DAT machines very early in my career. I think it takes muscle memory and concentration because you’re following the script, you’re waiting for cues, you’re waiting for actors to say their lines. You’re paying exceptionally close attention to the monitors because you also need to know who’s on camera —is this guy about to step in, or is he going to pause? It becomes a dance, really, it does, between the script, what you’re seeing on camera and what you’re seeing on the faders in front of you.

What was the most challenging scene in the entire picture?
The most challenging scene was the scene where we shot two sets simultaneously. We sent one camera down to the CIC, which was 50 to 75 feet away from the gimballed set, and we shot the pilothouse and the CIC at the same time. Tom Hanks and Stephen Graham talked to each other over what we affectionately called the “bitch box.”

So the speaker and the mic had to be open and relay to each other; they had a conversation on the phone, which was also live. That was the most difficult thing to do because I was mixing the two sets simultaneously and having to make sure that the actors could hear and speak to each other in real time so the performances would be correct.


Patrick Birk is a musician, sound engineer and post pro at Silver Sound, a boutique sound house based in New York City. He releases original material under the moniker Carmine Vates. Check out his recently released single, Virginia.