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Teenage Mutant Ninja Turtles

Mark Mangini on Soundscape for Teenage Mutant Ninja Turtles

By Luke Harper

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

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

Mark Mangini

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

Daisy Jones

Emmys: Re-Recording Mixers on Daisy Jones & The Six

Amazon’s Daisy Jones & The Six, which many believe was inspired by the story of Fleetwood Mac, was created by Scott Neustadter and Michael H. Weber, and is based on the 2019 novel of the same name by Taylor Jenkins Reid.  It follows a rock band that finds huge success in the 1970s but breaks up due to tensions among the group. Their story is told through documentary style interviews with the band members and footage of concerts and recording sessions.

Daisy Jones

Mathew Waters

As you can imagine, a show about music needs serious post sound, which was provided by re-recording mixers Mathew Waters, CAS, and Lindsey Alvarez, CAS. Both were recognized with Emmy nominations for their work on the series — one of nine that the show has received overall.

We spoke to the sound team, who mixed at Formosa Group Hollywood, to find out more…

How did you split up the duties? Who did sound and music, versus dialogue, etc.?
Lindsey Alvarez: I mixed the dialogue and music, while Matt Waters helmed the effects, backgrounds and Foley.

Mathew Waters: Although we have different duties, it is very important to work together and not as two different specialties. In the end, it is important to have a very contiguous soundtrack.

Lindsey Alvarez

How would you describe the soundscape of Daisy Jones & The Six? What makes it unique?
Lindsey Alvarez: The soundscape is very much grounded in reality, so the actors are actually playing and performing the songs. The showrunners wanted it to sound like a live concert, not produced tracks for a music video. Our strategy for this was to play with the spaces of each venue, which is taxing because you can’t treat voices the same as you would for drums, bass, guitar, etc. Each instrument deserves its own treatment.

We were provided multiple sources to play with to make it feel live, but you’re constantly dancing a fine line of making the band’s songs sound great but not too perfect. You want it to have the warmth and imperfection that records of that era had. On the other hand, the story is being told through interviews. As the dialogue mixer, the challenge was actually nailing the volume level of the interviewer in those sections — mixing her to sound off-mic and behind the camera. Subtle, but a unique challenge for me.

Mathew Waters: I would agree that the soundscape was grounded in reality. It was fun creating environments that fit the era. And it was fun to have an evolution to the growing popularity of the band throughout the episodes. Working with no crowds to small crowds growing and then to Soldier Field. It was very important to go on a real journey with this band so by the end of the story, you really believed that this was a real band.

What direction were you given by the showrunners?
Alvarez: They were intent on making the band’s music sound diegetic, while at the same time making sure the score wasn’t competing. The directive was: music on camera should be grounded and real, while score should feel subliminal.

What episode did you submit for Emmy and why?
Alvarez: We submitted the final episode, “Track 10: Rock ’n’ Roll Suicide.” This episode showcases many of the challenges that we faced as mixers, chief among them was making sure the viewer wasn’t constantly assaulted by a cacophony of rock music and stadium crowds. This meant finding a balance between atmosphere and story. We wanted to put the viewer in the stadium, but also make sure they understood the dialogue.

It’s also an episode that pays off an emotional arc teased from the very beginning of the series, so we felt a certain pressure to “stick the landing.” There was always the risk that the soundscape would undermine the character stuff.

Daisy Jones What was a challenging scene or sequence from that episode?
Alvarez: One of my challenging scenes was making the audience believe that tens of thousands of people are singing along with the band. Did I have a recording of that? Ha, no! What I did have was a recording from production of the extras singing when they filmed it. Our sound mixer, Chris Welcker [also Emmy nominated], knew to capture extras on the day. I used that, layered with loop group recordings, plus our own singing on the dub stage to throw into the mix.

From there, you EQ, adjust timing, add delays and reverbs to achieve that homogenous crowd-singing element — which is almost subliminal in the moment because the focus is on the lead actors looking at each other, not singing. It’s very beautiful storytelling.

Waters: It was really fun making the end concert super exciting from the beginning yet still having somewhere to go by the end. It was also fun and challenging to keep the energy up while still hearing the characters talk or whisper on stage. And, of course, all the different layers of crowds. Closeup singing, close-up cheering and shout outs mixed with medium distant crowds and then large crowds.

Daisy JonesWhat was an example of a note you were given by the showrunners?
Alvarez: After our first playback of this final episode, one of our showrunners, Scott Neustadter, wanted more cheering and specific callouts from the crowd, which was in the mix but not featured. It was a bit too clean. So we made sure to have them peppered through each scene without recycling or repeating anything. It was carefully crafted by our supervising sound editor, Mark Relyea.

What tools were used on the show? Anything come in particularly handy?
Alvarez: We mixed in Pro Tools. I’m always a fan of iZotope’s RX, which is useful for dialogue cleanup with mouth clicks and noise. My other favorite for this show was Slapper by Cargo Cult which is a surround plugin for delays.  I heavily relied on it to give each music venue its appropriate acoustical sound.

Waters: Slapper for sure. A must.

You both typically work as a team. What are some other projects you’ve worked on together and why does this pairing work?
Alvarez: I love working with Matt. Previously, we teamed up for Only Murders in the Building, which landed us an Emmy. Since then, we’ve worked on other shows and films together, so there’s something to the chemistry. Matt has an easy going personality and an unending archive of anecdotes that make working in a dark studio a little lighter.

Waters: We love working together. We also mixed the Hilary Swank film Ordinary Angels together. Lindsey is not only super talented but also has a great spirit and is well on her way to an even more fantastic career. We try to have fun on the mix stage and create a safe place for everyone to have opinions to get the best track possible to tell the story.

What haven’t I asked about Daisy Jones & The Six that’s important?
Alvarez: It’s pretty incredible that this band actually performed and recorded together. I think that’s what makes this show so much fun to watch. The chemistry is palpable. There were countless times that we would blend performances shot on-set with pre-recorded performances, and that’s a testament to the band working so well together.

Not to mention, the editing feat for Amber Funk, our music editor, to make sure we had all the material and make sure it was in sync. It was, of course, another challenge for me to match the performances together but it keeps me on my toes, and I love that. I got into this business because of music, so anytime I get to relive those days, I happily welcome it.

Waters: I would also say that the entire team, including Mark Relyea, our sound supervisor, and the showrunners and music department were fantastic. Of course, the writing and the actors, but also, the set design and costumes were fantastic and gave us inspiration as well. When you have very talented people doing their best, it makes it fun to keep creating with the soundscape.

Emmys: Supervising Sound Editor Bryan Parker on Mrs. Davis

By Randi Altman

The plot of Peacock’s Mrs. Davis? Well, in a nutshell, it’s about a nun, Sister Simone, and her handsome ex-boyfriend traveling the globe to destroy an AI called Mrs. Davis.

Bryan Parker

This year, the series was nominated for an Emmy Award for its Sound Editing team, which includes supervising sound editor Bryan Parker, in addition to Kristen Hirlinger, Nathan Efstation, Roland Thai, Matt Decker, Sam C. Lewis, Sam Munoz,Ellen Heuer and Nancy Parker. We reached out to Formosa Group’s Bryan Parker to find out more about his Emmy-nominated work.

How would you describe the soundscape of Mrs. Davis? What makes it unique?
This show needs to feel loose and funny and quick, but it needs to have a backdrop of very high stakes and dramatic tension behind the characters’ banter. Algorithms love tropes. Sound helps the action moments feel very hyped up and larger than life where necessary, but we left room for those action moments to feel over-the-top and funny as well.

What direction were you given by the showrunner?
Tara Hernandez didn’t want a sci-fi sound aesthetic for this show because she didn’t want it to feel too detached from our current world, I think. For the actual Mrs. Davis app and the phone sounds that it makes, I made several versions ahead of time, before episodes were locked, and we established that palette with a few rounds of notes.

For all the trope-y moments like the sword fight, motorcycle chase, etc, Tara wanted to lean into the hyped cinematic aesthetic to make those sound huge. I think the serious sound design in those scenes enhances their comedy value considerably.

What episode did you submit for Emmy and why? What was it about that episode that you feel made it worthy?
We decided to submit the pilot episode for consideration just because it covers so much ground: three continents, four languages, sword fight, desert island fireworks, convent, cartoony jam explosion and ensuing car chase, motorcycle chase through a toy clown factory, etc. We thought it showcased a diverse lot of different sonic strategies in one package.

What was a challenging scene or sequence from that episode?
The swordfight was the most challenging, not just because of the amount of detail and action, but because getting the right tone took some attempts. It’s funnier if it feels very serious and violent and horrifying and has just a little extra dollop of gore on top, starting with the sister who leaps through the air with the sword in her stomach, to help give the audience permission to laugh.

What was an example of a note you were given by the showrunners?
We received a few notes in the pilot to keep the location of Reno, Nevada alive, showcasing slot machines more in the background and adding a jackpot chime when Simone slides down the door and falls. It speaks to her past there and sets up Episode 102. There was a lot of throughline work like that in Tara’s notes.

What tools were used on the show? Anything come in particularly handy?
Kristen Hirlinger and Nathan Efstation, our dialogue editors, used Auto Align Post and iZotope RX quite a bit during the series to rescue some iffy production dialogue since we wanted to replace as little as possible in ADR.

The actors shot all out of order in all different locations as the episodes move from country to country, and we were so constricted for ADR time that we elected to rescue as much production as we could ahead of time, pulling alts, cheats, anything.

Where did you work out of studio wise?
Editorial was all done through Formosa Group with my team, and the mix was at Warner Bros. with the esteemed mix team of Todd Grace and Ed Carr.

What haven’t I asked about Mrs. Davis that’s important?
Well… you haven’t asked the huge sound design for the main title. The big groan-y machine sound in there is a dishwasher door at Formosa Group that I recorded one night when I was working late!

(Editor’s Note: Check out our interview with one of the show’s directors.)


Randi Altman is the founder and editor-in-chief of postPerspective. She has been covering production and post production for more than 25 years. 

Tattersall

Jane Tattersall to Lead Picture Shop and Formosa Group in Toronto

Picture Shop and Formosa Group, Streamland Media’s picture and sound divisions, respectively, have named veteran sound editor Jane Tattersall as managing director of Picture Shop and SVP of Formosa Group, Toronto.

“Jane is one of the most respected creative talents in post production, and we are delighted she has taken the reins in Toronto,” says Picture Shop president Cara Sheppard.

“In addition to being a gifted supervising sound editor, she is an outstanding leader and successful entrepreneur,” says Bob Rosenthal, president and founder, Formosa Group. “She embodies the excellence, experience and perspective that is critical to sustain success.”

Tattersall has founded two successful post businesses over her career: Tattersall Sound (1994) and Tattersall Sound & Picture (2004). She headed Alliance Atlantis’ post company from 1999-2003 and Sim Post Toronto from 2016-2021. In 2021, she was the recipient of the Outstanding Achievement in Business Award from Women in Film & TV Toronto and she has been on the Film Ontario board of directors since 2015.

Tattersall’s artistic collaborations include Deepa Mehta and Sarah Polley. Her numerous awards include a BAFTA, three Emmy nominations, 28 Golden Reel awards and nominations, and multiple Gemini, Genie and CSA Awards.

 

 

 

 

 

 

 

 

 

 

 

Jamie Roden

Formosa UK Adds Re-Recording Mixer Jamie Roden

Formosa Group has added sound supervisor/re-recording mixer Jamie Roden to its UK roster. He is based at the Trident facility in Soho. He brings with him over 25 years of experience and hundreds of credits in film and scripted drama.

Roden’s credits include The Letter for the King, A Very English Scandal and The Great, among many other titles. An Emmy- winning sound mixer, editor and supervisor, Roden has been nominated for awards from BAFTA, the Cinema Audio Society, British Independent Film Awards and Motion Picture Sound Editors.

Earlier this year, Sonorous Trident, along with Howard Bargroff and Mike Prestwood Smith, joined Formosa Group. Roden notes, “Throughout my career I have worked with Howard and Mike. During the initial Sonorous Trident journey, we discussed their vision to create a company based on expertise and talent development. It was wonderful to be asked to be part of it. Now we have a perfect opportunity to continue to develop both our underlying ethos and our facilities to provide the very best we can for film and drama creators.’’

Helen Alexander

Formosa Group UK Names Helen Alexander MD for FBS

Formosa Group has named Helen Alexander managing director of Formosa Group UK for features, broadcast and streaming (FBS).

Alexander’s background includes experience as finance director and, later, director of operations and business development for Warner Bros. De Lane Lea Studios in London. She has served as managing and finance director for several post production and media companies. In 2016, she transitioned into the music streaming business, where she helped build infrastructure, teams and finance to drive growth at Merlin Network, a digital music licensing partner for independent artists and labels.

“There is no one better than Helen to lead our UK FBS sound team and deliver on our desired growth strategy in this content-rich market,” says Formosa Group founder Bob Rosenthal. “Helen has an appreciative enthusiasm for sound post and brings years of post production experience together with tried-and-tested leadership skills.”

Alexander will oversee all of Formosa Group’s creative talent in the UK as well as business operations outside of interactive. She will be integral in formalizing Formosa Group’s structure in the UK, building on its fundamental talent-first principle.

Alexander will be based at Formosa Group’s Trident facility in Soho, London.

 

 

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.

 

 

 

Sonorous Trident

UK’s Sonorous Trident Becomes Part of Formosa Group

Streamland Media has acquired London-based sound facility Sonorous Trident. The company will join Streamland Media’s sound division, Formosa Group, further expanding its talent roster and facilities in the United Kingdom.

Sonorous Trident’s founders Mike Prestwood Smith and Howard Bargroff will make the move to Formosa Group. “We’re genuinely thrilled to welcome Mike, Howard and their incredible ensemble to our Formosa Group family,” says Formosa Group founder Bob Rosenthal.

The Trident studio at 17 St. Anne’s Court is where many influential musicians recorded historic albums from 1968 to 1981, including The Beatles, David Bowie, Elton John and The Rolling Stones.

Prestwood Smith’s extensive credits as a re-recording mixer include Rocket Man, Aladdin, Harry Potter and the Prisoner of Azkaban and multiple films in the Mission Impossible and James Bond franchises. He won a BAFTA Award for Best Sound for Casino Royale (2007) and has earned an additional 10 BAFTA Film nods during his career. He has also been recognized with Oscar nominations for work on News of the World (2021) and Captain Phillips (2014).

Bargroff has mixed numerous high-profile features such as Men and Tinker Tailor Soldier Spy, for which he received a BAFTA Film Award (2012) nomination. He is a nine-time Primetime Emmy nominee and won a 2021 Daytime Emmy for his work on The Letter for the King. Bargroff has garnered BAFTA TV Awards for A Very British Scandal (2022), The Night Manager (2017) and Sherlock (2012). His illustrious television credits include Devs, The Lost King, The Two Faces of January, A Very British Scandal and The Irregulars, among many others.

“This opportunity to build on our brilliant team and further expand Trident Studios into a vibrant state-of-the-art facility is fantastic,” says Bargroff. “We have a magnificent team and creative space, which we can take to whole new level as part of Formosa Group.”

The seamless transition of Sonorous Trident into Formosa Group will move forward without interruption to clients’ services.

Main Image: (L-R) Mike Prestwood Smith and Howard Bargroff

Greg Hedgepath

Supervising Sound Editor Greg Hedgepath Returns to Formosa

Formosa Group, Streamland Media’s sound division, has added supervising sound editor Greg Hedgepath to its roster of post sound talent. Hedgepath returns to Formosa after working at the studio from 2013 until 2018, when he left to go to Warner Bros. He is now based at Formosa Group’s flagship facility in Hollywood.

“Greg is an undeniable talent, and we are thrilled that he will be part of the team once again,” says Formosa Group’s founder, Bob Rosenthal. “His invaluable skill, versatility and overall excellence as a sound artist are matched only by the quality of his character and his value as a teammate. I am absolutely delighted to welcome Greg back to Formosa Group.”

Hedgepath brings two decades of experience in film and TV sound and an extensive credit list of more than 90 projects.

He has received an Emmy Award nomination, multiple MPSE nominations and two MPSE Golden Reel Award wins for his work. Hedgepath’s credits include Straight Outta Compton (2015), Selma (2014), Coming 2 America (2021), Metal Lords (2022) and the upcoming feature Chevalier, a music-driven period piece directed by Stephen Williams.

“I have always made a point of working at the best facilities with the most creative clients and among talented colleagues who inspire me to stretch and grow,” says Hedgepath. “So that’s what this move is all about. Seeing the growth of Formosa Group, I am looking forward to working across a variety of platforms, features, episodic and games. I’m eager to collaborate with this brilliant team once again.”

Hedgepath began his career at National Public Radio in his hometown of Washington, DC, as a music mixer, followed by a long stint at George Lucas’ Skywalker Sound. He came to Los Angeles when he joined Sony Studios as a sound supervisor/editor.

 

 

Creating Sound for Atlanta‘s Many Locations

By Patrick Birk

Donald Glover’s Atlanta recently returned to FX for its third season. In this latest outing, Earn (Glover) is managing a European tour for his rapper cousin Alfred (Brian Tyree Henry). They are joined by Alfred’s eccentric friend Darius (LaKeith Stanfield) and occasionally by Earn’s ex-girlfriend, Van (Zazie Beetz).


L-R: Diego Gat, Sam Ejnes and Trevor Gates

This season marks a departure from the series’ first two, firstly because the characters are on the road, visiting Amsterdam, London, Paris and Budapest. Secondly, because four of the 10 episodes do not feature any of the lead characters, instead functioning as an anthology of Twilight-Zone-esque asides within the show.

A show with as many experimental twists as Atlanta required an imaginative sound team to do it justice. The Formosa Group-based group— including supervising sound editor Trevor Gates (Get Out, The Haunting of Bly Manor) and re-recording sound mixers Diego Gat and Sam Ejnes (Yellowstone, Our Flag Means Death) — spoke with postPerspective to explain how they pulled it off… and how they worked with the show’s newly Emmy-nominated director Hiro Murai.

This season blends comedy, drama, horror and many different tones in between.  How do you accommodate those kinds of shifts?
Diego Gat: A lot of those wonderfully crazy ideas come from the script. They further develop during shooting and then take shape during picture editing. When it gets to us, we have a direction to go in, but there are still a lot of open doors, and that’s what we play with.

Atlanta

After the picture is locked, we begin our process by doing a spotting session with Trevor. He takes notes and asks a lot of questions to make sure we understand what they want to achieve — what narrative direction they are looking for. Then Trevor communicates that vision to his team of editors. When those edited sounds hit the stage, we watch the episode and talk about what we heard in the temp mix or the guide track. Trevor leads us by saying things like, “This is also what they said during spotting” or “They really want to hit this thing and this thing.” Then we all talk about how to achieve what they want in a better way than what they could do with the sound design in the picture edit. We take it from there and discuss different ways to approach it.

The ideas for the show are so unique. How did the Atlanta team communicate those to you, apart from what was already in the script?
Trevor Gates: If you’re talking about spotting sessions, we usually communicate in emotions. We look at what the scene is, and then director Hiro Murai will tell us, “This is what I want to feel.” I then try a couple of different things. As long as we know what the emotions are, we know how to build those pieces.

I then share Hiro’s notes with Sam and Diego, and they will take the pieces that we’ve put together and start to mold them in the direction of the emotion we want to feel — uncomfortable, happy, sad…whatever it may be.

Trevor, you’ve worked on horror anthologies like The Haunting of Bly Manor and Fear Street. Were those experiences helpful when you were working on this season of Atlanta?
Gates: As you build your tool belt over the years, you have more ways to work on different projects and genres. Timing and focus are everything, whether it’s comedy or horror. It’s basically the relationship of two things in time and your relationship of loudness to quietness. You start to see similarities of how to compose things, and you know when you can do something unique and break a rule.

Each one of those past projects has given me some experience to inform how I might best approach a scene for Atlanta. The things I’ve worked on in the past might make me want to do something different, and I ask myself, “What are we going do that’s unique this time? How am I going to tell the story? What am I going to build? What do we need to add, or what do we need to strip away? What’s gonna give us a unique DNA feel for Atlanta?”

Were there any horror-specific tricks that you were able to apply?
Gates: The relationship of loudness to perceived quietness is something that we always work on. And when I say “perceived quiet,” I mean what people hear on TVs with limited bandwidth —what quiet to loud actually is when you’re viewing at home. So you can build something that is perceived as quiet, then you can then startle somebody with something or make something impactful.

For example, in the opening of the first episode of the season, we have this weird and eerie scene of two men in a boat. Things start to shift ever so slightly throughout the scene, and it gets darker, both sonically and visually. We started taking things away from the scene sonically to shift to a hyperfocus. The water sound started going away. Then the boat sound went away, and the voice of one of the characters started to slowly get quieter. We then added what we call the “tar” sound on top of that character’s voice. We just started slowly shifting everything. The trick is not to have anyone notice that it’s changing until it’s too late, then you slam out with that.

Did you say “tar sound”?
Gates: Oh yeah. Hiro said he wanted it to feel like the character is sinking into a vat of tar. So we took some of the dialogue from that scene and processed it with a tool called Envy from The Cargo Cult. It’s an envelope shaper that takes a snapshot of the volume and waveform profiles and applies that to a different sound. The volume wave of the source sound gets applied to whatever the texture sound is. That allowed us to take some tar sounds, mimic their sonic envelope and weave that under the dialogue itself. This made it sound like the dialogue was bubbling ever so slightly. It’s pretty unsettling.

The show taAtlantakes place in Atlanta, New York, Amsterdam, London, Paris and Budapest. How did you give them each location its own unique feel?
Gates: For the Atlanta-based stuff in Season 1, there was this kind of cicada sound that I felt was the sonic signature of Atlanta. I wanted to hold onto that DNA in Seasons 2 and 3 — even though we didn’t do the sound for Season 1. But that was the inception of a multi-layered DNA profile for the seasons to come.

In Season 2, we wanted to make all the indoor spaces feel like you were actually inside them, no matter where you were. I used the “Next Door” setting in Audio Ease Altiverb to give us an inside profile of outside sounds, or an outside profile.

I would also process a track with a certain “Next Door’ profile, and it would really feel like it was outside. We could find whatever sounds were appropriate for those spaces and then do something extra. This helped Diego quite a bit in Season 2 since he was the only re-recording mixer. Doing some of that extra work beforehand was really helpful.

When we came into Season 3, we had Sam’s help. I said, “I really want to do this thing, but I want to give Sam a little bit more flexibility rather than just committing an audio suite render.” So we created a whole group of tracks that went through an Altiverb plugin, and that helped us in the creation process because we could just dump a bunch of stuff in there. Then when we got into the mix stage, Sam could make some choices and move things around while working with the return reflections. That was the basis DNA of all our locations.

An example of being inside is in the episode “Trini 2 De Bone.” We were on the 18th floor of a high-rise, and that was a unique sound.

Sam Ejnes: Yeah. With the tower in New York, you can just feel the street and the life, but it sounds distant. That was really cool.

Gates: We had ever-so-subtle pulsing, industrial sounds coming from within the building, kind of holding on to that inside-space DNA of being wherever we thought that we were.

AtlantaHow did you treat dialogue from so many different locations?
Gat: In terms of the sound location signature for dialogue, if the shot allowed for good boom placement, we could use it. But sometimes we didn’t have that because of the placement of the cameras.

For example, it’s hard to get a good boom angle if they’re using multiple cameras, which they only do occasionally on this show. Also, the boom could have a lot of noise because it’s not a soundstage. For the most part, we are shooting on location. So every actor has a lav, and we get all the ISOs. Everything is separated, split and phase-aligned by the sound dialogue editorial team.

Before we start every new scene, Sam and I use the same reverb plugins, and we either agree on a preset that we already share, or we send each other presets of new locations. Whoever gets ahead of that scene makes a preset and shares it with the other, and we really play the reverb.

Atlanta

This season, especially, has a lot of very specific reverbs designed for each particular space. Every reverb is programmed to have the right brightness. The pre-delays and the length of the reverb tails and the shape of the envelope of the early reflections… the way we treat our reverbs is very detailed, so they play really well. They’re so realistic that we can play them really loud, and they fill the space nicely. They’re all 5.1 or 5.0 unless we need mono for a specific reason, but everything has that surround-immersive treatment. That gives us the space the dialogue needs, especially when it’s coming from a lav that lacks the feeling of being immersed in an actual space. Then everything blends together because we’re using the same reverbs.

As a main element that communicates the story flow, whenever your dialogue is believable and sounds natural, everything else falls in place a lot better. It’s something that we care about very much onstage because we think it’s key to the whole structure of the sound in each scene of every episode.

In addition to intimate conversations, the show features concerts, parties and other big moments. How do you bring life to those?
Gates: In gallons of reverbs. I’m always like, “Diego, how about more?”

Gat: That’s right. Let’s push it until we break it. And when we do break it, we try to fix it and bring it back. Sometimes I feel that if you need to add too much reverb, it’s probably because the reverb is wrong. So if you want to feel the reverb, you just need to add a little more pre-delay to the early reflections, and maybe that will fix it and keep it intelligible. So sometimes it’s not about adding too much; it’s just about shaping the reverb in a different way.

Gat: Sam, you did some nice treatment to the crowds.

Ejnes: A lot of that came from the work that Trevor had done with our effects editor, Paul Knox, and it was great. How do you get a large group of people — or what sounds like a large group of people — to chant a character’s name? Well, you get a couple of people to do it and apply it to a crowd using Envy once more. If you listen to it on its own, it sounds wild.

Gat: By wild, he means terrible.
AtlantaEjnes: Yes, and we were unsure about it. Then we applied the loop group and some of the production stuff that we had, and it sounded huge. It felt like this crowd was getting ready, and we amped up the energy. The secret is little tweaky bits like that. If you ever listen to that solo, you’d wonder what was wrong. Don’t do that. Don’t listen to it solo.

We also used Envy this season with a scene in the finale that featured a baguette. We had all these great sounds, and I ended up taking a track of someone crumbling up dry bread. I took the main impact sounds that Trevor, Russell and Paul had cut in and gave it a little bit of crumbliness. So every hit would get a bit of crumbling bread coming off the bag because that thing was stale and dry. It just added a little fun something to it. We even went so far as to get a nice sword-unsheathing sound, but it’s bread. Envy was able to help us get this crummy unsheathing of a very stale baguette (he laughs).


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

David McCallum

Behind the Title: Formosa Supervising Sound Editor David McCallum

David McCallum is supervising sound editor at Formosa Group in Toronto, a post company that provides complete sound services for film, episodic, streaming, interactive content and commercials.

A dialogue and ADR specialist, McCallum is a founding partner of the former Tattersall Sound & Picture in Toronto.  Some credits include The Handmaid’s Tale, Vikings and Cardinal for the small screen and Kin, The Man Who Invented Christmas and Salman Rushdie’s Midnight’s Children for the big screen.

David McCallum

David McCallum

We reached out to McCallum to find out more…

Tell us about the role of supervising sound editor.
I oversee the sound editorial work for film and television. I coordinate a team of editors and assistants who work collectively to build the soundtrack for our projects. I am a dialogue and ADR specialist. Once the team sets about their tasks, I’ll usually start work on editing the production sound and supervise the ADR recording.

What would surprise people about what that job also includes?
People who work outside the screen industry are often surprised that I spend most of my time working at a computer rather than on-set or on-location. For people who work in film and television or post, the most unexpected aspects of working as a sound supervisor are the budget and administration tasks that come from overseeing a crew.

What is your favorite part of dialogue and ADR?
My favorite part of dialogue and ADR editorial is its attachment to the drama and story. I love working with actors and directors to help get the audience as close as possible to the performances on-screen.

I always start by listening. I need to learn what the movie and the sound are doing based on the choices that have come before me. Before I begin to work, I need to understand what the picture editor, director and location sound recordist have all contributed leading up to my involvement. It takes time to learn the characters and the nuances of their performance(s). So I watch the material, first in a full run to take in the story and then in detail, which is when I comb through the location sound to see what kind of tools will be available to me. Once I have completed these steps, I’m ready to begin dissecting the dialogue material, learning where the problems or issues might be and mapping my way to the end.

The Handmaid’s Tale

What’s your favorite part of the job?
My favorite parts of the job is the discovery that happens along the way. While I do have a lot of experience at my craft, every project is new, with new challenges and unforeseen obstacles. There’s no one-way-fits-all solution to building a dialogue soundtrack. There’s just a series of good decisions that continuously make a scene better. I’m often buried in the minutiae within a scene, so I enjoy those moments when I can sit back and listen to something and think, “Hey, that’s pretty good.”

Do you have a least favorite?
I wish I didn’t work on a computer and in front of a screen all day. It’s tough on the body to be stationary for long stretches of time, while listening to sound for many hours in a row is fatiguing on the ears. This has been made harder during COVID, as more people are working from home.

When I worked as a sound effects editor, I loved it when a group of people would go field recording. I suppose I prefer teamwork, working closely in collaboration with others. I think this is one of the reasons I enjoy recording ADR. You get to witness the actors at work firsthand.

David McCallum

Swan Song

How did your job change, if at all, during COVID?
Technically, my job didn’t change much. I just started doing it from home more frequently. I do have a nice home edit suite, built over the course of a year with the help of our technical engineer Ed Segeren here in Toronto. And like everyone, I now spend a lot my time linking remotely into meetings, screenings and ADR sessions. But our studios at Formosa in Toronto have remained operational and our work has been consistent, so my office studio is an option. With two young children, however, I’ve grown to value the home office. I’m at the point now where I’m planning to split time 50/50 between at-home and in-facility work.

If you didn’t have this job, what would you be doing instead?
A barista.

How did you choose this profession? How early on did you know this would be your path?
I discovered film and television production while at university. I didn’t go to film school but found myself taking more courses in the film and television department each year. In my third year, a professor named Clarke Mackey introduced me to sound. I started recording sound and found my way to post editorial. When I graduated, I knew this was a vocation I was interested in pursuing.

The Handmaid’s Tale

What are some recent projects you’ve worked on?
In the fall of 2021, I completed work on Ben Cleary’s movie Swan Song for Apple TV, which mixed at Ardmore Studios in Ireland, just outside Dublin.

I’m currently working on Sarah Polley’s feature film Women Talking for MGM/Orion. My next two projects are Vikings Valhalla for Netflix and Season 5 of The Handmaid’s Tale for Hulu.

Can you talk about one project that was particularly challenging?
The Handmaid’s Tale is always very challenging. It’s like working on 10 feature films in a row. That’s a bit hyperbolic, I know, but it’s an unpredictable show, and I always feel like I’m starting at ground zero with each episode.

The scripts are challenging to shoot, which puts pressure on the production sound team. The picture editors are always looking to do something unique, and the sound is a huge part of the emotional drive of the show. So it ends up being a complex combination of both technical and creative challenges, times 10. But I do love it. I love working with Elisabeth Moss, who’s the best actor/collaborator someone with my job could hope for. But at times, the work can also be exhausting, harrowing and stressful. Kind of like the show itself, I suppose!

Name three pieces (or more) of technology you can’t live without.

  • Avid Pro Tools.
  • iZotope RX. It has changed the game for everyone that does what I do.
  • Analog valve amplification. Don’t ever let it go!

How do you de-stress from it all?
Hi-Fi. I listen to records.

Formosa Expands Interactive With Noiseworks Acquisition

Post production sound studio Formosa Group has acquired London-based Noiseworks Limited, expanding its interactive division’s global creative sound design services and talent roster in the UK. The acquisition of the audio company reinforces Formosa Interactive’s commitment to meet the end-to-end audio needs of global platform holders, publishers and developers.

Noiseworks credits include sound design and music for numerous high-profile interactive and linear projects. Incorporated in 2017, the company’s work for game developers, advertising agencies and film includes clients such as Electronic Arts, Sony, Microsoft and Creative Assembly. Both will report to Paul Lipson, SVP of Formosa Interactive.

David Philipp, who served as Noiseworks managing director and supervising sound designer, has been named Formosa Interactive UK studio head. Sound designer Byron Bullock will assume the title of creative director of Formosa Interactive UK.

“Byron and I are extremely excited to become a part of the Formosa family, supporting game developers around the world,” says Philipp. “Our team’s goal has always been to set the quality bar as high as possible, and we couldn’t be prouder to continue this ethos by heading up Formosa Interactive in the UK. We can’t wait to kick off this new adventure together.”

Formosa Group is owned by Streamland Media, a global post production company delivering picture, VFX, sound and marketing services through its well-established industry brands, Picture Shop, The Farm, Ghost VFX, Formosa Group and Picture Head.

Main Image: (L-R) David Philipp and Byron Bullock

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.

Streamland Media Finalizes Acquisition of Technicolor Post

Streamland Media has completed its purchase of Technicolor Post and has integrated its services into Streamland’s picture, VFX, sound and marketing divisions. The acquisition brings new artists, technologists and strategic locations to Streamland.

Sherri Potter

Streamland’s executive leadership team incudes Sherri Potter, Robert Rosenthal and Jake Torem.

Potter will oversee the company’s worldwide picture and VFX services, which include the Picture Shop, The Farm and Ghost VFX brands. She will continue to ensure that each client’s creative process is enhanced throughout post production. Potter, who previously served as president of Technicolor Post and Technicolor VFX. Under her leadership, the company collaborated on numerous Oscar and Emmy Award-winning productions.

Robert Rosenthal

Rosenthal will continue to lead all sound services for Streamland Media, under Formosa Group. He established the renowned Formosa Group in 2013. Rosenthal’s professional focus has been exclusively in entertainment, including 20 years managing all aspects of post sound for film, television and interactive entertainment.

Torem will oversee Streamland’s marketing services. He and his creative team at Picture Head have developed a wide range of post pipelines to meet clients’ needs. He has led Picture Head for the past 20 years.

Streamland Media’s acquisition of Technicolor Post, which was first announced in January, is backed by Trive Capital and Five Crowns Capital.
 

Doug Kent Named Senior VP at Formosa Group

Formosa Group, a full-service post sound company, has hired veteran industry exec Doug Kent, who will be joining the company’s team as senior vice president. He will be working closely with Formosa Group executives Jackie Jones and Matt Dubin to find new opportunities, strategies and operational efficiencies in the television and feature markets.

LA-native Kent grew up interested by the entertainment industry and ultimately found his way to post production sound. Entering management early in his career as manager of operations for Acme Soundworks, Kent eventually moved on to co-found Miles O’ Fun. Next, he moved to Technicolor Sound Services where he spent 15 years and was named senior VP. Most recently, he was president of Westwind Sound.

Just a few of the shows he oversaw at Westwind include Big Sky, Grey’s Anatomy, Mrs. America, Station 19 and Project Blue Book.

 

 

 

Curb Your Enthusiasm Audio Post: The Challenge and Fun of Improv

By Patrick Birk

For decades, Larry David has been delivering cynical takes on the most seemingly inconsequential minutia life has to offer, first with NBC’s Seinfeld and then with HBO’s Curb Your Enthusiasm.

David stars as a fictionalized version of himself, alongside Cheryl Hines, Jeff Garlin, Susie Essman, JB Smoove and Ted Danson. Season 11’s major plot points included Larry’s attempts to avoid a lawsuit after his assistant accused him of sexual harassment — of course, a Larry-like misunderstanding — and his plan to open a coffee shop, Latte Larry’s, directly next door to his nemesis, Mocha Joe’s. He calls it his “spite store.”

This improvisational comedy has only a bare outline to go on, so I had to wonder: How does the post team manage to make even one scene cohesive? As a sound designer, I know that even on a tightly scripted piece, achieving a natural, well-balanced dialogue edit is a challenge.

Not long ago I had the opportunity to speak with re-recording mixer Earl Martin (Dave, Who is America, Teen Wolf), supervising sound editor Matt Taylor (Star Trek: Picard, Barry) and supervising sound editor Sean Heissinger (Star Trek: Picard, Silicon Valley) — who worked out of Formosa West in Santa Monica for the past two seasons — via a Zoom video call. The trio was kind enough to explain how to sound design a show when the script goes out the window, in addition to fielding my many questions about Larry David, the man and the character.

What is the dialogue editing process on such a heavily improvised show? How have you managed to get the flow so seamless?
Earl Martin: Years of practice. I’ve been on the show since the first episode, so there was a bit of a learning curve in the beginning with so many people talking at once. Also, with no script, when you want to find alternate takes, there’s rarely an option, so you have to just make it work. A lot of trial, error and getting creative.

Obviously, we have to do some looping at times to help things out. Fortunately, Larry’s a master looper — one of the best. He knows exactly how he delivered things in the past, and he can just hear something and repeat it. If he wants to replace it identically, or if he wants to add in something else, he’s great at that too. That’s made the process much easier.

Matt Taylor: He actually does the ADR on the mix stage, after he’s watched Earl’s mix and decides what lines he thinks he needs to do.

Martin: We always have a booth and a mic ready for anything that he wants to either fix or replace, or just improve.

Has the advent of things like EQ matching and noise reduction made your lives considerably easier, given how few alternates there are?Martin: Absolutely. That’s a big deal. Especially since they’re not working off a script, so they’re not even necessarily in the same placement or blocking through a scene. They shoot so much on location, so you have all kinds of different background noises and things like that.

They might not get what they want, so they’ll shoot another day, and the environmental ambience changes. So, again, it’s all those matching things and noise reduction. iZotope dialogue cleanup tools have been a complete lifesaver. Also using the Cedar noise reduction to smooth things out and Fab Filter ProQ3’s EQ matching in there. All that stuff has been so invaluable.

Sean Heissinger: Early, sitting on the stage with you last season opened my eyes to iZotope De-bleed. You’ll have one take where the other character’s dialogue is starting to overlap at the end of it but then they switch to another take that doesn’t have the overlap, so you’ve got to get rid of that somehow.

The Curb audio post team during a mix: Matt Taylor, Earl Martin and Sean Heissinger are pictured L-R.

Martin: Yeah, it’s amazing when it works. It’s one of those things where it just makes you so happy because it just makes all the difference. We’ve also started using Soundradix Auto-Align Post. It was a huge savior this last season. When that came out, that was pretty amazing. It lets you take 8 or 10 mics and, basically, have them all be phase accurate with each other. To be able to take a whole block of tracks and line them up instantly is amazing. It’s not always perfect, but it’s pretty close. That gave me the option to mix in the boom with the lavs to give it a more natural sound and a little more of a room tone.

What do you use to place ADR?
Martin: I’d usually use Altiverb, but I found the dialogue match was really great for auditioning. When we would shoot some ADR, you could test it by matching the production sound.

How do you handle the screaming on the show? Between Larry, Susie and Jeff, it seems like a lot of level management.
Martin: In any of those situations, we’re always going to try and use as much dynamic range as we’re allowed. Obviously, it’s a big challenge for the production mixer in the scenes where they are really screaming — making sure the mics aren’t getting blown out.

Sometimes they do get blown out, but that’s also the advantage of having several people right there at the same time. If Susie’s screaming at Jeff, her mic might get blown out, but she’s standing right in front of Jeff, and thanks to their height differences, she sounds good in his mic. So often, you’re relying on that, you’re switching between booms and lavs a lot.

With this show in general, there’s just a lot of mic switching because of how they have to shoot — boom placement isn’t always ideal. Probably one of the most creative editing spots in Curb is what mics we choose from shot to shot, take to take.

What is the sound department’s relationship with the picture editors like? What are interdepartmental relationships like in general?
Martin: Typically, the editor will come to the mix and offer insights. We usually go through and do a pre-mix before Larry comes. We’ll do a day of mixing with producer Megan Murphy and sometimes Steve Rasch will come to that. They’ll give us a list of desirable things that they want in the mix, if possible, or give us some notes about what their intentions were with a particular edit or scene. Everyone is trying to get the best product we can.

Taylor: When I came onto the show, I realized how tight everybody was after eight seasons. Everyone trusts each other. That was passed on to Sean and I, which made us feel welcome.

Heissinger: It’s really cool to see how much fun they still have. Sitting next to Larry watching an episode, and he’s just belly laughing at the jokes. It’s a really fun atmosphere to be in.

Taylor: One person I also wanted to also mention is Megan Murphy. She’s the co-producer on the show, and she and Earl made the decision to bring Sean and I on. She’s a great person to work with. She encourages a productive yet healthy and fun environment.

Martin: She’s always making sure the show is right. Our mantra is, “check it, check it, check it.” We’re going to make sure everything’s good, everything’s right. But she’s also very cognizant of the work environment and how people are being treated. It’s really just a beautiful balance.

How has the post sound processed changed on this show from the first season to now, if at all? To what extent, if any, was Larry David involved?
Martin: I think they had a little more of a raw sound in the beginning. The style of the show was groundbreaking back then; Larry wanted it to have an almost documentary feel.

Over the years, just from listening to how it aired, they had decided to bring some of the more “raw” elements down and smooth things out a little bit. Over time, as the show has gotten more popular, we’ve gotten a better budget.

In the first season we didn’t even have Foley, so it was literally me and Megan Murphy setting up a mic and saying, “Okay, well, we need something here.” There’s a scene where Larry is trying to outrun a young woman to an office door, and he had to fall down and wrestle with her, so we had to make all kinds of sounds for that. Or their running sound, so we would just add in little things like.

So, for the next season, we were like, “All right, we have to have some Foley,” so we got a budget for that. We added a loop group in Season 9, and Matt’s been brilliant at directing that and getting it cut for us. It’s made a huge difference.

Taylor: Sean and I came on for Season 9, so we have a whole eight seasons to actually lean upon. But for this season, it seemed like they were having more specific moments where they needed group in specific spots.

It’s pretty much just like any other show: we have a spotting session and Larry and [showrunner] Jeff Schaffer will talk about what they need. Sean or I will cue the show, and then we’ll just go and loop. We usually have about four, depending, maybe six people in the loop. I think the largest session we did was for the Revolutionary War reenactment episode. Group is one of those things that you’ll subconsciously notice when it’s not in the mix. It’s always a nice layer to have.

What are some of the most fun design challenges you’ve had on the show?
Martin: One of the earliest ones that really stuck out to me was in Season 5 when Larry had squeaky orthotics. We spent a lot of time trying to get the squeaks right, and then also with Foley. Our Foley artist Ed Steidele was really good at getting Larry’s walk down in a certain way. You don’t notice it really, other than it comes off as funny, but we really went around and around getting the sound of that shoe squeak right so it was funny and not annoying.

Larry doesn’t like things to be cartoony. He wants to play things real, because if it actually sounds real it’s funnier.

Taylor: For the musical at the end of Season 9, we recorded all of that Foley, all of them stomping around on the stage during the show, all of the props and stuff. We got all the original dancers back at that stage and recorded them doing the routine. As Earl was saying, that sounds natural. This isn’t really a comedy moment, but it just elevates the show.

Martin: As far as the comedy stuff goes, Sean cut all the stomach gurgle sounds when Larry and Leon are eating the diarrhea-inducing licorice in Season 10. I remember the first time I heard it just being in tears. It absolutely enhanced the dialogue I’d cut.

In Season 9, when Larry and Funkhauser’s nephew are trying to open the pickle jar in Season 9. You wouldn’t even notice it, but it’s those little sounds that really emphasize stuff. In Season 10, it’s things like the wobbly table and the blow-up doll.

It seems like a delicate balance to strike, getting something comedic without going too cartoonish.
Heissinger: Right, and also not getting in the way of the comedy that’s already there.

Taylor: Comedy is so subjective. It’s also about dialing in what clients find funny and learning what they like. Because some people might love huge, cartoonish and super-loud Foley, but others just want subtle things.

Before I let you guys go, I need to know. Does Larry say “pre-tty, pre-tty, pre-tty” in real life?
Martin: He does. He would joke, too, that the guy on screen, that’s the real Larry David, it’s the fake one you meet in real life.


Patrick Birk is a musician, sound engineer and post pro at Silver Sound, a boutique sound house based in New York City.